Inventory last scanned: 5/4/2026, 6:32:23 PM
Instant
Counter target creature spell with power or toughness 2 or less.
Instant
Target creature you control deals damage equal to its power to target creature you don't control. Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Creature — Frog Warrior
Reach When this creature enters, return up to one other target permanent you control to its owner's hand.
Enchantment
At the beginning of your upkeep, mill three cards. Then if your library has no cards in it, exile this enchantment and put five cards from your graveyard on top of your library in any order.
Creature — Rhino Performer
Reach When Stiltstrider enters, you get {TK}{TK}, then you may put a sticker on a nonland permanent you own.
Creature — Faerie Assassin
Flash Flying When this creature enters, destroy target creature an opponent controls that was dealt damage this turn.
Creature — Scorpion Dragon
Flying, trample This creature gets -1/-1 for each card in your hand. Plot {2}{R} (You may pay {2}{R} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature — Insect Horror
Deathtouch Descend 4 — Whenever this creature attacks, if there are four or more permanent cards in your graveyard, you draw a card and you lose 1 life.
Creature — Phyrexian Warlock
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When this creature dies, create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This token can't block."
Creature — Goblin Rogue
Giant spells you cast cost {2} less to cast.
Creature — Insect Bat
Flying This creature can't block. Blood Drain — {1}{B}, Pay 1 life, Sacrifice this creature: Draw a card.
Creature — Dragon Bard
Defender When this creature enters, you take the initiative. Mantle of Inspiration — {T}: Target creature gains menace and haste until end of turn.
Creature — Zombie
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, scry 1, then draw a card. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
Creature — Zombie Horror
Flying {1}{U}, Discard two cards: Return this card from your graveyard to the battlefield tapped.
Enchantment
Whenever you put one or more +1/+1 counters on a creature you control, put a supply counter on this enchantment. {2}, Remove a supply counter from this enchantment: Draw a card.
Creature — Dwarf Knight
When this creature enters, you may return another target nonland permanent you control to its owner's hand. If you do, scry 2.
Creature — Dwarf Peasant
When this creature enters, search your library for a basic Plains card and reveal it. If an opponent controls more lands than you, put it onto the battlefield tapped. Otherwise, put it into your hand. Then shuffle. Foretell {1}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant
Metalcraft — This spell costs {1} less to cast if you control three or more artifacts. Counter target spell.
Creature — Sphinx
Flash Flying This creature has hexproof as long as you haven't cast a spell this turn.
Instant
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.) Stoke the Flames deals 4 damage to any target.
Enchantment
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
Instant
Choose target creature you control and target Equipment. Gain control of that Equipment until end of turn. Attach it to the chosen creature. When you lose control of that Equipment this turn, if it's attached to a creature you control, unattach it.
Instant
Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking. A creature with first strike deals combat damage before creatures without first strike.)
Sorcery
Return target creature with mana value X to its owner's hand. You create X 1/1 blue Faerie creature tokens with flying.
Creature — Kor Artificer Ally
Equipped creatures you control get +1/+1. Whenever an equipped creature you control dies, draw a card.
Land
This land enters tapped. {T}: Add {R} or {W}.
Sorcery
Destroy target land.
Creature — Human Druid
Landfall — Whenever a land you control enters, untap this creature. {T}: Untap target land.
Creature — Spirit Dog
Whenever one or more cards are put into exile during your turn, put a +1/+1 counter on this creature. This ability triggers only once each turn.
Creature — Rhino Soldier
When this creature enters, target opponent skips their next combat phase.
Creature — Human Shaman
At the beginning of each player's end step, that player sacrifices an untapped land of their choice.
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Stonesplitter Bolt deals X damage to target creature or planeswalker. If this spell was bargained, it deals twice X damage to that permanent instead.
Creature — Elf Mutant
{7}{G}: This creature gets +5/+5 until end of turn.
Instant
Put a +1/+1 counter on target creature you control. Untap that creature.
Enchantment — Aura
Flash Enchant artifact or creature When this Aura enters, tap enchanted permanent. Enchanted permanent loses all abilities and doesn't untap during its controller's untap step.
Creature — Elemental
Haste This creature enters with a +1/+1 counter on it for each other spell cast this turn.
Creature — Human Pirate Wizard
Raid — When this creature enters, if you attacked this turn, this creature deals 2 damage to any target.
Sorcery
Look at the top five cards of your library. You may put up to two permanent cards with mana value 5 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order. Flashback {7}{G}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Distribute four +1/+1 counters among up to four target creatures you control. Creatures you control gain vigilance and trample until end of turn.
Sorcery
Storm's Wrath deals 4 damage to each creature and each planeswalker.
Artifact — Equipment
Equipped creature gets +3/+0. Whenever equipped creature attacks, draw a card if you control three or more attacking creatures. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Spirit
Flying This creature can block only creatures with flying. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Creature — Drake
Flying Whenever this creature becomes the target of a spell you control, draw a card.
Creature — Human Wizard
Flying, haste Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Creature — Ogre Warrior
{1}, Sacrifice another creature or artifact: Put a +1/+1 counter on this creature and draw a card. Activate only as a sorcery.
Creature — Human Rogue
Whenever you cast a spell with mana value 5 or greater, put two +1/+1 counters on this creature.
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Legendary Creature — Zombie Elf Wizard
Trample Whenever Storrev deals combat damage to a player or planeswalker, return to your hand target creature or planeswalker card in your graveyard that wasn't put there this combat.
Creature — Dwarf Cleric
Lifelink
Creature — Faerie Wizard
Flying Whenever you cast an Adventure spell, draw a card.
Instant
Choose one — • Put two +1/+1 counters on target creature you control. • Put two lore counters on target Saga you control. The next time one or more enchantment creatures you control enter this turn, each enters with two additional +1/+1 counters on it.
Enchantment — Aura
Enchant creature When this Aura enters, target player discards two cards. {B}: Regenerate enchanted creature.
Land
This land enters tapped unless a player has 13 or less life. {T}: Add {B} or {G}.
Creature — Spirit
Haste Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Sorcery
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.