Inventory last scanned: 4/29/2026, 6:36:53 PM
Enchantment Creature — Nightmare
Haste This creature must be blocked if able.
Enchantment Creature — Nightmare
When this creature enters, it deals 4 damage to each opponent. Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, this creature deals that amount of damage to target creature that player controls.
Enchantment — Aura
Enchant creature When this Aura enters, mill two cards. (Put the top two cards of your library into your graveyard.) Enchanted creature gets -X/-0, where X is the number of cards in your graveyard.
Enchantment Creature — Nightmare
As an additional cost to cast this spell, tap two untapped creatures and/or lands you control. Trample
Enchantment Creature — Nightmare
Whenever this creature deals combat damage to a player, draw that many cards.
Enchantment Creature — Nightmare
Flying Whenever this creature attacks, target creature defending player controls gets -2/-0 and loses flying until your next turn.
Enchantment Creature — Nightmare
When this creature enters, tap up to one target creature. If an opponent controls that creature, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Enchantment Creature — Nightmare
Flash When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Enchantment Creature — Nightmare
Flying, lifelink This creature can't block. Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return this card from your graveyard to your hand.
Enchantment Creature — Nightmare
As an additional cost to cast this spell, return a permanent you control to its owner's hand. Flying
Enchantment Creature — Nightmare
When this creature dies, it deals 1 damage to any target and you gain 1 life.
Enchantment Creature — Nightmare
Vigilance Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Enchantment Creature — Nightmare
Whenever this creature attacks, if defending player controls no Glimmer creatures, it gains menace and deathtouch until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Sorcery
Damage can't be prevented this turn. Fear, Fire, Foes! deals X damage to target creature and 1 damage to each other creature with the same controller.
Creature — Dwarf Berserker
Boast — {2}{R}: Create a 2/1 red Dwarf Berserker creature token. (Activate only if this creature attacked this turn and only once each turn.)
Creature — Wolf
First strike Boast — {2}{R}: This creature gets +2/+0 until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
Creature — Dwarf Berserker
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Double strike
Creature — Fish Pirate
Haste Vehicles you control have haste. Whenever you attack, if a Pirate and a Vehicle attacked this combat, draw three cards, then discard two cards.
Sorcery
Return target creature card from your graveyard to the battlefield. If it's a Dragon, put two +1/+1 counters on it.
Sorcery
Cast this spell only if you control two or more Vampires. Destroy target creature. You gain 4 life.
Enchantment
Whenever you discard a card, this enchantment deals 1 damage to any target and you gain 1 life.
Sorcery
All creatures get -4/-4 until end of turn. You become the monarch.
Enchantment — Aura
Flash Enchant creature When this Aura enters, draw a card. Enchanted creature gets +1/+0 and has flying.
Instant
You gain 5 life. Ferocious — You gain 10 life instead if you control a creature with power 4 or greater.
Instant
As an additional cost to cast this spell, forage or pay {B}. (To forage, exile three cards from your graveyard or sacrifice a Food.) Destroy target creature or planeswalker.
Sorcery
You draw three cards and you lose 3 life. Corrupted — Each opponent who has three or more poison counters loses 3 life.
Instant
Exile target creature or planeswalker.
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Creature — Minotaur Warrior
Deathtouch Other Minotaur creatures you control have deathtouch.
Creature — Minotaur Shaman
Inspired — Whenever this creature becomes untapped, you may pay {1}{R}. If you do, create a token that's a copy of another target creature, except it's an enchantment in addition to its other types. It gains haste. Exile it at the beginning of the next end step.
Creature — Cat Beast
Sacrifice this creature: Destroy target enchantment.
Creature — Cat Beast
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, put a +1/+1 counter on each of up to two other target creatures you control.
Artifact — Vehicle
Pirates you control get +1/+0. Whenever this Vehicle deals combat damage to a player, that player discards a card. 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.)
Creature — Zombie Scorpion
Deathtouch Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, target player draws two cards and loses 2 life.
Sorcery
Destroy all creatures with power greater than target creature's power.
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature an opponent controls.
Instant
Target creature you control gets +2/+0 and gains haste until end of turn. When that creature dies this turn, create a 2/2 white and blue Detective creature token.
Legendary Creature — Human Warrior
Trample Whenever Felothar enters or attacks, you may sacrifice a nonland permanent. When you do, put a +1/+1 counter on each creature you control.
Creature — Human Soldier
Double strike (This creature deals both first-strike and regular combat damage.)
Creature — Thrull
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Sorcery
Look at the top five cards of your library. You may exile a creature card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card this turn. At the beginning of the next combat phase this turn, target creature you control deals damage equal to its power to up to one target creature you don't control.
Enchantment
At the beginning of combat on your turn, choose one — • Target creature you control gets +2/+0 until end of turn. • Target creature you control gains menace and haste until end of turn.
Creature — Wolf
When this creature enters, create a 2/2 green Wolf creature token.
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Land
This land enters tapped. When this land enters, you may look at the top five cards of your library. If you do, reveal up to one basic land card from among them, then put that card on top of your library and the rest on the bottom in any order. {T}: Add {G}.
Creature — Elemental
This creature enters with two +1/+1 counters on it. {1}{G}, Remove a +1/+1 counter from this creature: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles.
Instant
Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles. Put two +1/+1 counters on up to one target artifact or creature.
Creature — Human Knight
First strike, haste Whenever this creature attacks, another target attacking Knight you control gets +1/+0 until end of turn. Equip abilities you activate that target this creature cost {3} less to activate.
Sorcery
You may pay {2}{R}{R} rather than pay this spell's mana cost. If the {2}{R}{R} cost was paid, an opponent discards any number of cards, then draws that many cards. Search your library for up to three cards, put them into your hand, shuffle, then discard three cards at random.
Creature — Zombie Goblin
When this creature dies, target creature gets -1/-1 until end of turn.
Land — Desert
This land enters tapped. When this land enters, it deals 1 damage to target opponent. {T}: Add {B} or {G}.
Creature — Zombie
When this creature dies, you may put a -1/-1 counter on target creature.
Creature — Zombie Leech
Whenever this creature deals combat damage to a player, you mill two cards. {1}{B}: This creature gets +2/+2 until end of turn. Activate only once each turn.
Instant
Cast this spell only during an opponent's upkeep. Creatures can't attack this turn.