Inventory last scanned: 4/27/2026, 6:37:58 PM
Artifact
{T}: Add {R} or {W}. {R/W}{R/W}{R/W}{R/W}, {T}, Sacrifice this artifact: Draw two cards.
Creature — Minotaur Wizard
Whenever this creature is dealt damage, it deals that much damage to any target. {R/W}: This creature gains first strike until end of turn.
Artifact
{1}, {T}: Add {R}{W}.
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Sorcery
Draw a card for each tapped creature target opponent controls.
Legendary Creature — Troll Shaman
Domain — When Bortuk Bonerattle enters, if you cast it, choose target creature card in your graveyard. Return that card to the battlefield if its mana value is less than or equal to the number of basic land types among lands you control. Otherwise, put it into your hand.
Creature — Elemental Warrior
Trample This creature enters with two +1/+1 counters on it. Whenever one or more +1/+1 counters are put on another permanent you control, if it's the first time +1/+1 counters have been put on that permanent this turn, put a +1/+1 counter on this creature.
Artifact Creature — Golem
Trample When this creature dies, you gain life equal to its power.
Artifact
At the beginning of each opponent's upkeep, exile all cards from your hand face down. At the beginning of your upkeep, return all cards you own exiled with this artifact to your hand, then draw a card.
Enchantment — Room // Enchantment — Room
Artifact Creature — Dragon
Flying, vigilance Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Artifact Creature — Golem
Prototype {3}{G} — 3/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) When this creature enters, you gain life equal to its power.
Instant
Return target creature or Vehicle to its owner's hand.
Instant
This spell costs {2} less to cast if it targets a black permanent. Bouncer's Beatdown deals X damage to target creature or planeswalker, where X is the greatest power among creatures you control. If that creature or planeswalker would die this turn, exile it instead.
Enchantment — Aura
Enchant permanent Enchanted permanent can't attack, block, or crew Vehicles, and its activated abilities can't be activated unless they're mana abilities.
Creature — Human Ranger
At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may discard a card. If you do, draw a card.
Creature — Cat Beast Mount
Whenever this creature attacks while saddled, put a +1/+1 counter on each other creature you control. You gain 1 life for each of those creatures. Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Creature — Human Soldier
Vigilance {T}, Sacrifice this creature: Destroy target legendary permanent that's an artifact, creature, or enchantment.
Sorcery
Reveal the top six cards of your library. You may put up to one land card from among them onto the battlefield tapped and up to one Elf card from among them into your hand. Put the rest on the bottom of your library in a random order.
Enchantment
At the beginning of your first main phase, remove all flood counters from this enchantment. If no counters were removed this way, put a flood counter on this enchantment and draw a card. Otherwise, add {C}{G}{U}.
Instant
Destroy target artifact or creature. Its controller creates a 2/2 white Ox creature token.
Enchantment
Creatures with flying can't block creatures you control.
Instant
Return target creature to its owner's hand. If it was tapped, create a Map token. (It's an artifact with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You may sacrifice a creature. If you do, each opponent discards a card. II — Return target creature card from your graveyard to your hand. III — Target opponent may sacrifice a nonland, nontoken permanent of their choice. If they don't, they lose 2 life and you draw a card.
Legendary Creature — Human Wizard
At the beginning of each player's upkeep, that player may put an artifact, creature, or land card from their hand onto the battlefield.
Enchantment Creature — Insect
When this creature enters, target opponent reveals their hand and you choose a nonland card from it. Exile that card until this creature leaves the battlefield.
Sorcery
Destroy target creature that isn't enchanted. It can't be regenerated. Transmute {1}{B}{B} ({1}{B}{B}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Artifact
{2}, {T}, Sacrifice this artifact: Draw three cards, then put two cards from your hand on top of your library in any order.
Enchantment — Aura
Enchant creature Enchanted creature can't attack unless its controller pays {3}.
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+1. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Wurm
Reach, trample When this creature enters, you gain 5 life. {2}{G}, Exile this card from your graveyard: You gain 5 life.
Creature — Mouse Soldier
At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is this creature's power.
Creature — Raccoon Warrior
Whenever you expend 4, Raccoons you control get +1/+1 and gain vigilance until end of turn. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
Land
{T}: Add {C}. Disguise {3} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When this land is turned face up, add two mana of any one color. Until end of turn, you don't lose this mana as steps and phases end.
Creature — Phyrexian Elf Scout
Toxic 2 (Players dealt combat damage by this creature also get two poison counters.)
Creature — Halfling Peasant
When this creature enters or leaves the battlefield, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Artifact Creature — Golem
As this creature enters, choose a creature type. When this creature enters, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order. Creatures of the chosen type get +1/+1.
Artifact — Equipment
When you cast this spell, copy it. (The copy becomes a token.) Equipped creature has double strike as long as two or more Equipment are attached to it. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
For each land you control, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each other creature you control.
Sorcery
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) If this spell was bargained, target land you control becomes a 3/3 Elemental creature with haste that's still a land. Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Creature — Rabbit Mouse
{1}, {T}: Target creature gets +1/+1 until end of turn. Activate only as a sorcery.
Creature — Orc Pirate
Whenever this creature attacks while you control two or more artifacts, it gets +2/+1 until end of turn.
Creature — Raccoon Rogue
First strike Whenever this creature attacks, add {R}. Until end of turn, you don't lose this mana as steps and phases end.
Creature — Dwarf Shaman
Whenever you roll one or more dice, this creature deals 1 damage to each opponent.
Creature — Human Pirate
When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Gremlin
Haste (This creature can attack and {T} as soon as it comes under your control.)
Creature — Elf Shaman
Vigilance When this creature dies, look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Enchantment
When this enchantment enters, exile cards from the top of your library until you exile a nonland card. You may cast it without paying its mana cost if that spell's mana value is 8 or less. If you don't, put that card into your hand. When a Dragon you control enters, return this enchantment to its owner's hand.