Inventory last scanned: 5/2/2026, 6:14:16 PM
Instant
Counter target spell. At the beginning of your next first main phase, add X mana in any combination of colors, where X is that spell's mana value.
Creature — Wurm
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Sliver
All Sliver creatures get +0/+1.
Artifact Creature — Angel
Flying You can't lose the game and your opponents can't win the game.
Artifact Creature — Golem
Your life total can't change. (You can't gain or lose life. You can't pay any amount of life except 0.)
Sorcery
Assist (Another player can pay up to {6} of this spell's cost.) Exile all nonland permanents.
Land
When this land enters, if you control two or more Gates, you gain 3 life. {T}: Add {C}. {T}: Add one mana of any type that a Gate you control could produce.
Sorcery
Search your library for up to two enchantment cards, reveal them, put them into your hand, then shuffle.
Sorcery
Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
Artifact — Equipment
When this Equipment enters, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.) Equipped creature gets +1/+1 and has lifelink. Equip {1}{B}
Creature — Elf Archer
Reach (This creature can block creatures with flying.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever another creature dies, each opponent loses 1 life.
Creature — Kraken
Trample This creature enters tapped. Cumulative upkeep—Sacrifice a land. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Creature — Cyclops
Trample, protection from enchantments {4}{R}{G}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) Whenever this creature deals combat damage to a player, if this creature is monstrous, destroy target enchantment that player controls.
Land
This land enters tapped. {T}: Add {B}. Cycling {2} ({2}, Discard this card: Draw a card.)
Legendary Creature — Hydra
{X}{X}{G}: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.) When Polukranos becomes monstrous, it deals X damage divided as you choose among any number of target creatures your opponents control. Each of those creatures deals damage equal to its power to Polukranos.
Sorcery
Destroy target creature. It can't be regenerated. Its controller reveals cards from the top of their library until they reveal a creature card. The player puts that card onto the battlefield, then shuffles all other cards revealed this way into their library.
Instant
Until end of turn, each creature target player controls loses all abilities and becomes a blue Frog with base power and toughness 1/1.
Instant
Strive — This spell costs {1}{U} more to cast for each target beyond the first. Choose a creature on the battlefield. Any number of target creatures you control each become a copy of that creature until end of turn.
Creature — Dinosaur
Enrage — Whenever this creature is dealt damage, create a token that's a copy of this creature.
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card.
Instant
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Creature — Zombie Cleric
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Other creatures you control have extort. (If a creature has multiple instances of extort, each triggers separately.)
Enchantment
At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them. When there are no creatures on the battlefield, sacrifice this enchantment.
Land
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped. {T}: Add {W} or {U}.
Creature — Human Wizard
Flash When this creature enters during the declare attackers step, you may reselect which player or permanent target attacking creature is attacking. (It can't attack its controller or their permanents.)
Artifact
Whenever a creature enters, if there are two or more other creatures on the battlefield, exile that creature. Return that card to the battlefield under its owner's control when this artifact leaves the battlefield.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Bird Soldier Horror
Flying Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target blue creature."
Creature — Human Barbarian Horror
First strike Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target red creature."
Creature — Centaur Horror
Trample Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target green creature."
Creature — Human Nomad Horror
Vigilance Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target white creature."
Artifact
If a player would draw a card, that player skips that draw instead. At the beginning of each end step, each player sacrifices a permanent of their choice unless they discard a card.
Enchantment
Whenever a player casts a spell from their hand, that player exiles it, then exiles cards from the top of their library until they exile a card that shares a card type with it. That player may cast that card without paying its mana cost. Then they put all cards exiled with this enchantment on the bottom of their library in a random order.
Creature — Sliver
All Slivers have "{2}, {T}: Regenerate target Sliver." (The next time that Sliver would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Artifact
At the beginning of your upkeep, you may put a fuse counter on this artifact. {T}, Sacrifice this artifact: Destroy each artifact and creature with mana value equal to the number of fuse counters on this artifact.
Artifact
{T}, Remove a counter from a permanent you control: Choose one — • Put a charge counter on target artifact. • Put a +1/+1 counter on target creature.
Instant
Counter target spell unless its controller pays {X}. If that player doesn't, they tap all lands with mana abilities they control and lose all unspent mana.
Enchantment — Aura
Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player loses 2 life unless they pay {2}. Cycling {2} ({2}, Discard this card: Draw a card.)
Enchantment
Whenever a creature attacks or blocks, this enchantment deals 2 damage to it.
Sorcery
Return all cards from your graveyard to your hand. Exile Praetor's Counsel. You have no maximum hand size for the rest of the game.
Sorcery
Search target opponent's library for a card and exile it face down. Then that player shuffles. You may play that card for as long as it remains exiled.
Land — Plains Island
({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands.
Creature — Human Cleric
You may choose not to untap this creature during your untap step. {T}: For as long as this creature remains tapped, gain control of target creature of an opponent's choice they control.
Creature — Human Soldier
First strike Whenever this creature deals combat damage to a player, create a 1/1 white Soldier creature token.
Enchantment
You may look at the top card of your library any time. You may cast instant and sorcery spells from the top of your library. {3}: Exile the top card of your library.
Instant
Draw three cards. Addendum — If you cast this spell during your main phase, instead scry 3, then draw three cards.
Artifact Creature — Golem
When this creature enters, create two 3/3 colorless Golem artifact creature tokens. Whenever a player casts an instant or sorcery spell that targets only a single Golem, that player copies that spell for each other Golem that spell could target. Each copy targets a different one of those Golems.
Creature — Dragon
Flying, haste Devour 2 (As this creature enters, you may sacrifice any number of creatures. It enters with twice that many +1/+1 counters on it.)
Creature — Ooze
Indestructible (Damage and effects that say "destroy" don't destroy this creature.) Whenever this creature attacks, put a +1/+1 counter on it. Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
Legendary Artifact
{2}: Target creature gains flying until end of turn. {5}, {T}: Destroy target creature with flying.
Enchantment
At the beginning of each opponent's end step, if that player didn't cast a creature spell this turn, create a 2/2 green Lizard creature token.
Sorcery
Creatures you control get +3/+3 until end of turn. Each creature your opponents control blocks this turn if able.
Creature — Sliver
Sliver creatures you control get +1/+1.
Enchantment — Aura
Enchant creature Enchanted creature has "{T}: This creature deals damage equal to its power to target creature. That creature deals damage equal to its power to this creature."
Instant
Choose a card name, then target player mills a card. If a card with the chosen name was milled this way, you draw two cards. Otherwise, you draw a card.
Creature — Kithkin Soldier
First strike (This creature deals combat damage before creatures without first strike.) Whenever this creature attacks, you may put a Soldier creature card from your hand onto the battlefield tapped and attacking.
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Instant // Sorcery
Enchantment
Players have no maximum hand size. At the beginning of each opponent's upkeep, this enchantment deals damage to that player equal to the number of cards in that player's hand.
Instant
Price of Progress deals damage to each player equal to twice the number of nonbasic lands that player controls.