Inventory last scanned: 5/3/2026, 7:06:37 PM
Instant
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Creature — Bird Spirit
Flying If a source would deal damage to this creature, prevent that damage. The source's controller draws cards equal to the damage prevented this way.
Enchantment
Whenever you cast an instant or sorcery spell, you may copy that spell. You may choose new targets for the copy.
Creature — Fungus Beast
This creature enters with a +1/+1 counter on it. Whenever a creature you control with a +1/+1 counter on it becomes the target of a spell an opponent controls, create a 1/1 green Insect creature token. {1}, {T}: Put a +1/+1 counter on this creature.
Creature — Rat
Swarm of Rats's power is equal to the number of Rats you control.
Creature — Spider
Flash Cascade Reach When this creature enters, put three +1/+1 counters on each of any number of target creatures that entered this turn.
Sorcery
Sweltering Suns deals 3 damage to each creature. Cycling {3} ({3}, Discard this card: Draw a card.)
Instant
Counter all other spells. Draw a card for each spell countered this way.
Creature — Human Soldier
Double strike (This creature deals both first-strike and regular combat damage.) Vigilance (Attacking doesn't cause this creature to tap.) Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Enchantment
As this enchantment enters, choose a color word. All instances of color words in the text of spells and permanents are changed to the chosen color word.
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from green and from blue. Whenever equipped creature deals combat damage to a player, you create a 2/2 green Wolf creature token and that player mills ten cards. Equip {2}
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from Rogues and from Clerics. Whenever equipped creature deals combat damage to a player, create a 4/4 gold Dragon creature token with flying and roll a d20 (a twenty-sided die). If you roll a 20, repeat this process. Equip {2}
Legendary Artifact — Equipment
Equipped creature gets +5/+5. Whenever equipped creature deals damage to a creature, exile that creature. (Exile it only if it's still on the battlefield.) Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from black and from red. Whenever equipped creature deals combat damage to a player, destroy up to one target planeswalker and up to one target artifact. Equip {2}
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from white and from blue. Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Equip {2}
Artifact — Equipment
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste. Equip {3}
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from white. Whenever equipped creature deals combat damage to a player, this Equipment deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand. Equip {2}
Legendary Artifact — Equipment
Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {2}
Artifact — Equipment
As long as equipped creature is tapped, tapped creatures you control get +2/+0. As long as equipped creature is untapped, untapped creatures you control get +0/+2. {3}: You may tap or untap equipped creature. Equip {3}
Sorcery
Reveal the top three cards of your library. For each of those cards, put that card into your hand unless any opponent pays 3 life. Then exile the rest.
Instant
Exile target creature. Its controller gains life equal to its power.
Creature — Human Knight
{1}: This creature's power becomes the toughness of target creature blocking or being blocked by this creature minus 1 until end of turn, and its toughness becomes 1 plus the power of that creature until end of turn.
Legendary Creature — Human Artificer
{U}: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value until end of turn. {W}{B}: Target artifact creature gains deathtouch and lifelink until end of turn.
Legendary Creature — Merfolk Wizard
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) {1}{W}: Target Merfolk you control gains protection from the color of your choice until end of turn.
Creature — Elf Druid Ally
Vigilance As long as you control six or more lands, this creature and land creatures you control get +2/+2.
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
Creature — Plant
Defender, hexproof {T}: Add one mana of any color.
Enchantment
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Sorcery
Choose an opponent. You and that player each create an X/X green Treefolk creature token. Choose an opponent. You and that player each create X 1/1 green Elf Warrior creature tokens.
Creature — Avatar
Reach When this creature enters, for each opponent, destroy target noncreature permanent that player controls. For each permanent destroyed this way, search your library for a Forest card and put that card onto the battlefield tapped. Then shuffle.
Creature — Human Wizard
Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)
Sorcery
Search your library for a land card, reveal it, put it into your hand, then shuffle.
Legendary Creature — Human Knight
Partner with Khorvath Brightflame (When this creature enters, target player may put Khorvath into their hand from their library, then shuffle.) Double strike Dragons your team controls have double strike.
Enchantment
Skip your draw step. {1}, Tap two untapped creatures you control: Draw a card.
Creature — Wurm
When this creature dies, create seven 1/1 green Insect creature tokens.
Creature — Sliver
Whenever a Sliver deals combat damage to a player, its controller may draw a card.
Instant
Counter target spell unless its controller pays {X}. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Creature — Aetherborn Rogue
{1}, Sacrifice an artifact: Put a +1/+1 counter on this creature. It gains indestructible until end of turn.
Creature — Vedalken Artificer
{X}, {T}: Tap X target noncreature artifacts. {X}, {T}: Untap X target noncreature artifacts.
Instant
Exile all creatures you control. At the beginning of the next end step, reveal cards from the top of your library until you reveal that many creature cards, put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.
Sorcery
Each other player discards a card. You draw a card for each card discarded this way.