Inventory last scanned: 4/30/2026, 6:38:31 PM
Sorcery
Each player sacrifices a creature of their choice.
Creature — Rat
When this creature dies, 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.)
Instant
Target creature gets +3/+2 until end of turn. Scry 1.
Sorcery
Target player reveals their hand. You choose a nonland card from it with mana value 3 or less. That player discards that card.
Enchantment Creature — Fox Glimmer
Enchantment spells you cast cost {1} less to cast. Unlock costs you pay cost {1} less.
Artifact — Equipment
If equipped creature would deal combat damage, it deals double that damage instead. If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead. Equip {2}
Artifact
{1}, {T}, Sacrifice this artifact: Reveal the top five cards of your library. Put a land card from among them into your hand and the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.
Sorcery
Kicker {2}{U}{U} Choose one. If this spell was kicked, choose any number instead. • Return up to two target creatures to their owners' hands. • Scry 2, then draw two cards. • Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
Sorcery
Kicker {2}{B}{B} Choose one. If this spell was kicked, choose any number instead. • Target opponent discards two cards. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Destroy target creature with mana value 3 or less.
Instant
Choose one — • Counter target spell. • You may choose new targets for target spell. • Copy target instant or sorcery spell. You may choose new targets for the copy.
Creature — Vampire
Menace (This creature can't be blocked except by two or more creatures.) Discard a card, Sacrifice this creature: Draw a card.
Sorcery
Cleave {3}{U}{U} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Draw three cards. [Your maximum hand size is reduced by three for the rest of the game.]
Sorcery
Target player gains 5 life, Inspired Ultimatum deals 5 damage to any target, then you draw five cards.
Creature — Elf Bard
When this creature enters, choose one — • Bardic Inspiration — Target creature gets +2/+2 until end of turn. • Song of Rest — You gain 3 life.
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Legendary Enchantment — Background
Commander creatures you own have "Creature tokens you control get +2/+2."
Creature — Angel Cleric
Flying When this creature enters, you gain 1 life and draw a card.
Land
This land enters tapped unless you control two or fewer other lands. {T}: Add {R} or {W}.
Creature — Human Knight
Other Knights you control get +1/+1.
Artifact — Food
Flash When this artifact enters, draw a card. {2}, {T}, Sacrifice this artifact: You gain 3 life.
Enchantment — Aura
Enchant creature Enchanted creature can attack as though it had haste. {0}: Untap enchanted creature. Activate only during your turn and only once each turn.
Legendary Artifact
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards. {3}{G}, {T}: Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
Artifact
When this artifact enters, exile the top two cards of your library. Until the end of your next turn, you may play those cards. {T}: Add two mana in any combination of colors. Spend this mana only to cast spells from exile.
Creature — Elemental Fractal
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Ward {3} When this creature enters, look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
Land
Whenever you cast a planeswalker spell, you gain 1 life. {T}: Add {C}. {1}, {T}: Add two mana of different colors. Spend this mana only to cast planeswalker spells.
Sorcery
Scry 3, then reveal the top card of your library. Draw cards equal to that card's mana value. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Enchantment
When this enchantment enters, each opponent loses 1 life, you gain 1 life, and you draw a card. Whenever you commit a crime, you may return this enchantment to its owner's hand. (It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Sorcery
Choose one — • Into the Fire deals 2 damage to each creature, planeswalker, and battle. • Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Sorcery
Destroy target land. Into the Maw of Hell deals 13 damage to target creature.
Sorcery
It becomes night. Discard any number of cards, then draw that many cards plus one.
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Enchantment
At the beginning of your upkeep, look at the top card of your library. If it's a land card, you may put it onto the battlefield.
Creature — Human Soldier
{T}: Destroy target creature with power 4 or greater.
Sorcery — Lesson
Exile target nonland permanent. Its controller draws a card.
Sorcery — Lesson
Scry 2, then draw a card.