Inventory last scanned: 4/27/2026, 2:21:44 AM
Creature — Zombie Guest
This creature enters tapped. When this creature dies, open an Attraction. Whenever you roll to visit your Attractions, if you roll a 6, you may return this card from your graveyard to the battlefield.
Instant
Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell.) Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
Legendary Creature — Human Avatar Ally
Flying (This creature can't be blocked except by creatures with flying or reach.) Vigilance (Attacking doesn't cause this creature to tap.) Other creatures you control have vigilance.
Legendary Creature — Insect Druid
When Aatchik enters, create a 1/1 green Insect creature token for each artifact and/or creature card in your graveyard. Whenever another Insect you control dies, put a +1/+1 counter on Aatchik. Each opponent loses 1 life.
Legendary Creature — Astartes Warrior
Trample Mark of Chaos Ascendant — During your turn, spells you cast from your hand with mana value X or less have cascade, where X is the total amount of life your opponents have lost this turn.
Sorcery
Up to two target creatures can't block this turn. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Land
This land enters tapped unless a player has 13 or less life. {T}: Add {W} or {U}.
Creature — Human Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, exile the top card of your library. Until end of turn, you may play that card.
Creature — Human Elf Shaman Sorcerer
Psionic Spells — When this creature enters, choose target instant or sorcery card in your graveyard, then roll a d20. 1—9 | You may put that card on top of your library. 10—20 | Return that card to your hand.
Creature — Eye
As an additional cost to cast this spell, exile six cards from your graveyard. Flying At the beginning of each opponent's upkeep, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Creature — Demon
Flying When this creature enters, create a number of 1/1 black Harpy creature tokens with flying equal to your devotion to black. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.) At the beginning of your upkeep, sacrifice a creature.
Instant
As an additional cost to cast this spell, sacrifice a blue permanent. Counter target spell.
Legendary Creature — Elf Horror
Vigilance; menace (This creature can't be blocked except by two or more creatures.) Abomination of Llanowar's power and toughness are each equal to the number of Elves you control plus the number of Elf cards in your graveyard.
Instant
Choose one — • Abrade deals 3 damage to target creature. • Destroy target artifact.
Land — Desert
This land enters tapped. When this land enters, it deals 1 damage to target opponent. {T}: Add {R} or {W}.
Enchantment
All creatures have protection from red.
Instant
Counter target spell. You gain 3 life.
Sorcery
Exile the top four cards of your library in a face-down pile, then exile the top four cards of your library in a face-up pile. An opponent chooses one of those piles. Put that pile into your graveyard. Look at the cards in the other pile. You may cast a spell from among them without paying its mana cost. Put the rest into your hand.
Enchantment
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Enchantment — Aura
Enchant land When this Aura enters, draw a card. Enchanted land has "{T}: Add one mana of any color."
Sorcery
Choose land or nonland. Reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and the rest on the bottom of your library in a random order.
Creature — Demon
Flying, trample You can't win the game and your opponents can't lose the game.
Instant
Choose one — • Exile target creature with power 3 or greater. • You draw two cards and you lose 2 life. • Distribute two +1/+1 counters among one or two target creatures.
Creature — Human Soldier
Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has flying.
Instant
Target creature blocks this turn if able. You may have it gain reach until end of turn. 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.)
Sorcery — Lesson
Choose one — • Choose a nonland card name. Opponents can't cast spells with the chosen name until your next turn. • Choose target nonland permanent. Until your next turn, it can't attack or block, and its activated abilities can't be activated.
Creature — Human Knight
When this creature enters, if you control another Knight, look at the top five cards of your library. You may reveal a Knight, Aura, Equipment, or legendary artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Elf Druid
{T}: Add one mana of any color. {T}: Add X mana of any one color, where X is the amount of life you gained this turn.
Artifact — Equipment
Equipped creature gets +0/+3 and has vigilance. (Attacking doesn't cause it to tap.) Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Instant
Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards.
Creature — Ooze
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) When this creature enters, destroy target artifact, enchantment, or land.
Creature — Human Cleric
When this creature enters, mill two cards, then you may return a permanent card from your graveyard to your hand.
Legendary Enchantment — Background
Commander creatures you own have "The first Dragon spell you cast each turn costs {2} less to cast."
Artifact Creature — Equipment Octopus
Whenever this creature or equipped creature deals combat damage to a player, draw a card. Reconfigure {2} ({2}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature — Human Rogue
When this creature enters, target opponent reveals a number of cards from their hand equal to the number of creatures in your party. You choose one of those cards. That player discards that card. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Instant
Choose one — • Destroy target blue permanent. • Return target Island to its owner's hand.
Instant
Target creature gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature — Vampire Soldier
As long as this creature is attacking, it gets +2/+0. Pay 4 life: This creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Legendary Creature — Human Wizard
Flying, haste Whenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.
Legendary Creature — Human Pirate
Other Pirates you control get +1/+1. At the beginning of your end step, gain control of target nonland permanent controlled by a player who was dealt combat damage by three or more Pirates this turn.
Legendary Creature — Human Pirate
When Admiral Brass enters, mill four cards. At the beginning of combat on your turn, you may return target Pirate creature card from your graveyard to the battlefield with a finality counter on it. It has base power and toughness 4/4. It gains haste until end of turn. (If a creature with a finality counter on it would die, exile it instead.)