Inventory last scanned: 4/30/2026, 6:34:46 PM
Creature — Goblin Warrior
At the beginning of combat on your turn, you may blight 1. When you do, target creature gains haste until end of turn. (To blight 1, put a -1/-1 counter on a creature you control.)
Artifact — Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +3/+2 and is a Warrior in addition to its other types. Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Human Rebel Ally
Haste Whenever another Ally you control enters, put a +1/+1 counter on that creature and it gains haste until end of turn.
Creature — Kithkin Citizen
At the beginning of your end step, if another creature entered the battlefield under your control this turn, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Cat Druid
When this creature enters or dies, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Eldrazi Wizard
Kicker {G} and/or {1}{U} When you cast this spell, if it was kicked with its {G} kicker, exile target artifact or enchantment an opponent controls. When you cast this spell, if it was kicked with its {1}{U} kicker, return target creature an opponent controls to its owner's hand.
Artifact Creature — Golem
When this creature enters, target player mills two cards. You gain 2 life. (To mill two cards, a player puts the top two cards of their library into their graveyard.)
Creature — Phyrexian Jellyfish
Flying This creature enters with an oil counter on it. When this creature dies, draw cards equal to the number of oil counters on it.
Creature — Human Soldier Ally
{5}: Creatures you control get +1/+1 until end of turn.
Creature — Human Soldier Ally
Waterbend {5}: Look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Enchantment
Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card. Waterbend {4}: Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Sorcery — Lesson
Draw three cards. Then discard a card unless you waterbend {2}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Artifact
{6}, {T}: Draw a card. This ability costs {1} less to activate for each Island you control.
Creature — Elemental Shaman
Whenever a creature you control with flying enters, this creature gets +1/+1 until end of turn.
Creature — Frog Soldier
Whenever this creature attacks, if another creature entered the battlefield under your control this turn, this creature gains flying until end of turn.
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. Waterbend {5}: Enchanted creature's owner shuffles it into their library. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Sorcery
Each creature deals damage to itself equal to its power.
Creature — Bat Cleric
Flying, vigilance Whenever you gain or lose life during your turn, this creature gets +1/+0 until end of turn.
Creature — Human Artificer
When this creature enters, draw a card. At the beginning of combat on your turn, if you control an Equipment, you may pay {1}. When you do, attach target Equipment you control to target creature you control.
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Destroy target artifact or enchantment. If the gift was promised, instead destroy two target artifacts and/or enchantments.
Creature — Goblin Knight
{1}{R}: This creature gets +2/+0 until end of turn.
Creature — Human Shaman
Reach (This creature can block creatures with flying.) Whenever you cast an instant or sorcery spell, this creature deals 1 damage to target creature an opponent controls.
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Sorcery
Draw two cards, then discard a card and you lose 2 life. Create X tapped 2/2 black Zombie Druid creature tokens, where X is the number of cards that were put into your graveyard from your hand or library this turn. Flashback {5}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Cat Spirit Avatar
Trample Whenever this creature enters or attacks, you may sacrifice a token or a land. If you do, you gain 3 life. Disappear — At the beginning of your end step, if a permanent left the battlefield under your control this turn, draw a card.
Sorcery
Choose one — • Let the World Burn — Destroy all artifacts and creatures. • Release Juno — Return target historic permanent card from your graveyard to the battlefield. It enters with two additional +1/+1 counters on it if it's a creature. (Artifacts, legendaries, and Sagas are historic.)
Sorcery
You get {E}{E}{E} (three energy counters), then you may pay any amount of {E}. Each player may exile their hand and draw a number of cards equal to the amount of {E} paid this way. If seven or more {E} was paid this way, you may play cards you own exiled this way until the end of your next turn.
Artifact
{4}, {T}: Create a 1/1 colorless Thopter artifact creature token with flying.
Creature — Mouse Citizen
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, you may discard a card. If you do, draw a card.
Creature — Mouse Bard
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, look at the top five cards of your library. You may reveal a creature card with mana value 3 or less from among them. You may put it onto the battlefield if it's your turn. If you don't put it onto the battlefield, put it into your hand. Put the rest on the bottom of your library in a random order.
Instant
Target creature gets -1/-1 until end of turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Artifact
When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield. {T}: Add {W}.
Land
{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Lesson or Shrine spell. {1}, {T}: Add one mana of any color.
Creature — Human Soldier Ally
Vigilance Other Allies you control get +1/+1.
Artifact — Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+1, has "Whenever this creature attacks, you gain 1 life," and is a Cleric in addition to its other types. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Spirit Knight
Flying, first strike When this creature enters, destroy up to one target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
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.
Creature — Rat Warlock
When this creature enters, mill three cards. When you do, target creature an opponent controls gets -X/-X until end of turn, where X is the greatest mana value among cards in your graveyard.
Legendary Creature — Rat Warlock
Whenever Wick or another Rat you control enters, create a 1/1 black Snail creature token if you don't control a Snail. Otherwise, put a +1/+1 counter on a Snail you control. {U}{B}{R}, Sacrifice a Snail: Wick deals damage equal to the sacrificed creature's power to each opponent. Then draw cards equal to the sacrificed creature's power.
Creature — Treefolk Shaman
This creature enters with a -1/-1 counter on it. {G}, Remove a -1/-1 counter from this creature: Destroy target artifact or enchantment.
Artifact
Whenever one or more -1/-1 counters are put on a creature, put a charge counter on this artifact. {T}: Add one mana of any color. {5}, {T}, Sacrifice this artifact: Create X tapped 2/2 colorless Scarecrow artifact creature tokens, where X is the number of charge counters on this artifact.
Creature — Zombie Knight
Vigilance This creature gets +1/+1 for each creature card in your graveyard. {T}, Sacrifice another creature: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Sorcery
Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Sorcery
Target creature gets +3/+0 and gains haste until end of turn. Harmonize {4}{R} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by {X}, where X is its power. Then exile this spell.)
Instant
As an additional cost to cast this spell, blight 2 or pay {1}. (To blight 2, put two -1/-1 counters on a creature you control.) Counter target spell.
Creature — Elf Archer
Flash (You may cast this spell any time you could cast an instant.) Reach (This creature can block creatures with flying.) Whenever another non-Human creature you control enters, you may pay {X}. When you do, put X +1/+1 counters on this creature.
Creature — Elemental
Whenever an opponent is dealt noncombat damage, creatures you control get +1/+0 until end of turn.
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Wildfire Howl deals 2 damage to each creature. If the gift was promised, instead Wildfire Howl deals 1 damage to any target and 2 damage to each creature.
Creature — Avatar
Trample, reach Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it. Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of colors of mana spent to cast it.
Creature — Giant Berserker
Vivid — This spell costs {1} less to cast for each color among permanents you control. Reach, trample
Creature — Hydra
This creature enters with X +1/+1 counters on it. Whenever one or more +1/+1 counters are put on another non-Hydra creature you control, put a +1/+1 counter on this creature.
Instant
This spell costs {2} less to cast if one or more cards left your graveyard this turn. Wilt in the Heat deals 5 damage to target creature. If that creature would die this turn, exile it instead.
Creature — Elf Knight
({G/W} can be paid with either {G} or {W}.) Other green creatures you control get +1/+1. Other white creatures you control get +1/+1. If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.
Creature — Merfolk Wizard
Flash (You may cast this spell any time you could cast an instant.) Flying
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {W}.
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {W}. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Creature — Bird Wizard
Flying Cycling {U} ({U}, Discard this card: Draw a card.) When you cycle this card, target creature gains flying until end of turn.