Inventory last scanned: 5/3/2026, 7:28:25 PM
Artifact Creature — Toy
{1}, {T}: Target creature with power 2 or less can't be blocked this turn.
Sorcery // Sorcery
Enchantment
Whenever a creature you control with power 2 or less attacks, this enchantment deals 1 damage to the player or planeswalker that creature is attacking.
Artifact — Vehicle
Whenever this Vehicle attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Enchantment
Creatures you control get +1/+0. Whenever a Warrior you control deals combat damage to a player, you may pay 1 life. If you do, draw a card.
Enchantment
This enchantment can't be the target of white spells or abilities from white sources. Sacrifice an Orc: Each player may tap any number of untapped white creatures they control. For each creature tapped this way, that player chooses up to two Plains. Then destroy all Plains that weren't chosen this way by any player.
Sorcery
Rain of Embers deals 1 damage to each creature and each player.
Instant
Draw three cards, then discard a card.
Creature — Elephant Druid
When this creature enters, you may mill three cards. (You may put the top three cards of your library into your graveyard.) {T}: Add an amount of {G} equal to this creature's power.
Instant
Create two 1/1 white Soldier creature tokens.
Instant
Choose one — • Return target creature card from your graveyard to your hand. • Return two target creature cards that share a creature type from your graveyard to your hand.
Legendary Enchantment — Background
Commander creatures you own have base power and toughness 10/10 and are Giants in addition to their other types.
Enchantment — Aura
Enchant creature When this Aura enters, create two 2/2 green Wolf creature tokens. Enchanted creature gets +1/+1 for each Wolf you control.
Legendary Creature — Human Samurai
First strike Whenever a Samurai or Warrior you control attacks alone, untap it. If it's the first combat phase of the turn, there is an additional combat phase after this phase.
Creature — Devil
Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {B}{R}.
Artifact
{T}: Add {B} or {R}. {B}{R}, {T}, Sacrifice this artifact: Draw a card.
Land — Gate
This land enters tapped. {T}: Add {B} or {R}.
Creature — Devil
Haste Echo—Discard a card. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
Artifact
{T}: Add {B} or {R}. {B}{R}: This artifact becomes a 3/1 black and red Devil artifact creature with first strike until end of turn.
Artifact
{T}: Add {B} or {R}. {B/R}{B/R}{B/R}{B/R}, {T}, Sacrifice this artifact: Draw two cards.
Artifact
{1}, {T}: Add {B}{R}.
Enchantment
When this enchantment enters, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." Whenever an outlaw you control dies, each opponent loses 1 life and you gain 1 life. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Legendary Creature — Human Shaman
Haste {R}, {T}: Create a 3/1 red Elemental creature token with haste.
Creature — Demon
Whenever this creature attacks, put target creature card from defending player's graveyard onto the battlefield under your control. Encore {6}{B}{B} ({6}{B}{B}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Instant
Look at the top four cards of your library. Put two of them into your hand and the rest into your graveyard.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — This Saga deals 2 damage to each creature and planeswalker your opponents control. II — You may discard a card. If you do, exile the top two cards of your library. You may play them until the end of your next turn. III — Create a Spellgorger Weird token. (It's a {2}{R} 2/2 Weird creature with "Whenever you cast a noncreature spell, put a +1/+1 counter on Spellgorger Weird.")
Sorcery
Create two 1/1 blue and red Elemental creature tokens.
Sorcery
Create two 1/1 white Human Soldier creature tokens. Humans you control gain haste until end of turn.
Instant
Untap all creatures you control. Creatures you control with flying get +2/+2 until end of turn.
Instant
This spell costs {2} less to cast if you've cast another spell this turn. Choose one — • Create two 1/1 white Monk creature tokens with prowess. • Up to two target creatures you control each get +2/+2 until end of turn. • Destroy target creature with power 4 or greater.
Instant
Creatures you control get +2/+0 until end of turn. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Possum Mount
Whenever this creature attacks while saddled, it gets +1/+2 until end of turn. Then you may return any number of creatures that saddled it this turn to their owner's hand. Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Creature — Dog
When this creature enters, destroy target artifact or enchantment an opponent controls.
Legendary Creature — Human Pirate
When Ramirez DePietro enters, you lose 2 life and create two Treasure tokens. Whenever one or more Pirates you control deal combat damage to a player, exile the top card of that player's library. You may cast that card for as long as it remains exiled.
Artifact — Equipment
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.) Equipped creature gets +3/+1 and has trample. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Dinosaur
Trample Whenever this creature attacks, it gets +1/+1 until end of turn for each land you control.
Creature — Dinosaur
This creature can't be blocked except by three or more creatures.
Creature — Dinosaur Beast
Trample, haste Whenever you attack, target attacking creature gets +1/+1 until end of turn. If it's attacking a battle, put a +1/+1 counter on it instead.
Creature — Dinosaur
When this creature enters, target creature you control gets +2/+0 and gains indestructible until end of turn. Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Legendary Creature — Human Assassin
Deathtouch Other Assassins you control get +1/+1. Whenever a player loses the game, if they were attacked this turn by an Assassin you controlled, you win the game.
Land — Desert
{T}: Add {C}. {T}, Pay 1 life: Add {R}. {2}{R}{R}, {T}, Sacrifice a Desert: This land deals 2 damage to each opponent.
Legendary Creature — Spirit Warrior
Flying, vigilance The first card you foretell each turn costs {0} to foretell. Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, create a 1/1 white Spirit creature token with flying.
Creature — Zombie Rat
Skulk (This creature can't be blocked by creatures with greater power.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Sorcery
Shuffle your library, then mill four cards. Put each creature card milled this way onto the battlefield. They gain haste. At the beginning of the next end step, return those creatures to their owner's hand. Flashback {6}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Ranger's Firebrand deals 2 damage to any target. The Ring tempts you.
Instant
Target creature you control gets +1/+1 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Creature — Bird
Flying {3}, {T}, Tap another untapped creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)