Inventory last scanned: 4/29/2026, 6:34:08 PM
Legendary Creature — Faerie
You may choose not to untap Rubinia Soulsinger during your untap step. {T}: Gain control of target creature for as long as you control Rubinia Soulsinger and Rubinia Soulsinger remains tapped.
Artifact
Red spells you cast cost {1} less to cast.
Legendary Creature — Human Scout
Haste (This creature can attack and {T} as soon as it comes under your control.) Whenever Ruby attacks while you control a creature with power 4 or greater, Ruby gets +2/+2 until end of turn. {T}: Add {R} or {G}.
Artifact Creature — Construct
Flying Whenever a player casts a spell, they lose 1 life for each spell they've cast this turn.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {G}.
Creature — Crab
Landfall — Whenever a land you control enters, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.)
Legendary Creature — Goblin
Menace (This creature can't be blocked except by two or more creatures.) Whenever Rulik Mons attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you didn't put a card onto the battlefield this way, create a 1/1 red Goblin creature token.
Creature — Goblin Rogue
{T}, Discard a card: Draw a card.
Instant
Choose two target creatures controlled by different players. Return those creatures to their owners' hands.
Instant
The owner of target nonland permanent puts it on their choice of the top or bottom of their library.
Artifact Creature — Construct
Trample This creature gets +1/+0 for each artifact and/or enchantment card in your graveyard.
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it has deathtouch. As long as enchanted permanent is an Equipment, it has "Equipped creature has deathtouch."
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it gets +1/+0 and has haste. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+0 and has haste."
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it has lifelink. As long as enchanted permanent is an Equipment, it has "Equipped creature has lifelink."
Creature — Human Shaman
When this creature enters, suspect up to one target creature you control. (A suspected creature has menace and can't block.) {3}{B}{R}, Sacrifice a suspected creature: Target creature gets -5/-5 until end of turn.
Artifact — Equipment
Equipped creature has first strike and gets +X/+0, where X is the number of instant and sorcery cards in your graveyard. Equip {2}
Artifact — Equipment
When this Equipment enters, you may search your library, hand, and/or graveyard for a Rune card and put it onto the battlefield attached to this Equipment. If you search your library this way, shuffle. Equipped creature gets +1/+1. Equip {2}
Artifact Creature — Construct
When this creature dies, each player draws a card.
Artifact — Equipment
Equipped creature gets +1/+1 and is every creature type. Equip {2}
Creature — Dwarf Warrior
When this creature enters, you may search your library and/or graveyard for a Rune card, reveal it, and put it into your hand. If you search your library this way, shuffle. You may pay {1} rather than pay the mana cost for Rune spells you cast.
Instant
Target creature gets +1/+0 and gains first strike until end of turn. If it's a Goblin or Orc, it also gains haste until end of turn.
Artifact Creature — Construct
Prototype {3}{G}{G} — 3/5 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) Reach, trample
Artifact Land
This land enters tapped. Indestructible {T}: Add {R} or {W}.
Sorcery
Target creature you control gets +1/+2 until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.)
Legendary Creature — Dragon Spirit
Flying When Ryusei dies, it deals 5 damage to each creature without flying.
Land — Mountain Plains
({T}: Add {R} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land — Mountain Plains
({T}: Add {R} or {W}.) This land enters tapped.
Artifact — Equipment
Equipped creature gets +3/+3 and can't be blocked by creatures with power 3 or less. Equip {3}
Creature — Vedalken Wizard
Whenever another blue creature you control enters, target player mills two cards.
Legendary Planeswalker — Saheeli
+1: Scry 1. You may tap an untapped artifact you control. If you do, draw a card. −2: Create two 1/1 colorless Thopter artifact creature tokens with flying. They gain haste until end of turn. −4: You get an emblem with "Artifact creatures you control get +1/+1" and "Artifact spells you cast cost {1} less to cast."
Legendary Creature — Human Artificer
Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying. {1}{U}, Sacrifice two artifacts: Draw a card.
Creature — Moonfolk Ninja
Flash 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.) Hexproof
Artifact Creature — Moonfolk Rogue
Channel — {3}{U}, Discard this card: Tap up to two target creatures you don't control. Those creatures don't untap during their controller's next untap step.
Sorcery // Instant
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 — Dragon Turtle
This spell costs {1} less to cast for each card you own in exile and in your graveyard that's an instant card, a sorcery card, or a card that has an Adventure. Ward {4} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.)
Legendary Creature — Spirit Human
Whenever Saint Traft and Rem Karolus becomes tapped, create a 1/1 red Human creature token if this is the first time this ability has resolved this turn. If it's the second time, create a 1/1 blue Spirit creature token with flying. If it's the third time, create a 4/4 white Angel creature token with flying. Whenever you cast a spell that has convoke, untap Saint Traft and Rem Karolus.
Legendary Creature — Human Rogue
You may have Sakashima the Impostor enter as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has "{2}{U}{U}: Return Sakashima the Impostor to its owner's hand at the beginning of the next end step."
Creature — Troll Detective
Whenever this creature attacks, you may collect evidence 3. When you do, put a +1/+1 counter on target creature you control. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)
Legendary Creature — Halfling Peasant
Flash When Samwise enters, choose up to one target permanent card in your graveyard that was put there from the battlefield this turn. Return it to your hand. Then the Ring tempts you.
Artifact Creature — Wall
Defender {2}{W}, {T}: Tap target creature. You may put a stun counter on it. If you do, put a stun counter on this creature. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Creature — Human Cleric
As this creature enters, choose a number. Noncreature spells with mana value equal to the chosen number can't be cast.
Land
{T}: Add {C}. Whenever you cast a colorless spell with mana value 7 or greater, you may sacrifice this land. If you do, search your library for a colorless creature card, reveal it, put it into your hand, then shuffle.
Creature — Lizard
Flash When this creature enters, if an opponent cast a blue and/or black spell this turn, look at the top four cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Skeleton
{2}{B}: Return this card from your graveyard to your hand.
Artifact Creature — Construct
When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Minotaur Barbarian
As long as it's your turn and you control four or more Mountains, this creature gets +X/+0, where X is the number of Mountains you control.
Creature — Human Artificer Scout
Whenever an artifact you control enters, look at the top card of your library. If it's a land card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Legendary Creature — Avatar Horror
Ward—Sacrifice a legendary artifact or legendary creature. Whenever an opponent casts a spell, amass Orcs 1. Whenever an Army you control deals combat damage to a player, the Ring tempts you. Whenever the Ring tempts you, you may discard your hand. If you do, draw four cards.
Legendary Creature — Avatar Horror
Menace Whenever Sauron attacks, exile target creature card from your graveyard. Create a tapped and attacking token that's a copy of that card, except it's a 3/3 black Wraith with menace. At the beginning of the next end step, exile that token unless Sauron is your Ring-bearer.
Sorcery
Target creature you control gets +2/+2 until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.)
Land — Forest Plains
({T}: Add {G} or {W}.)
Creature — Human Knight
Vigilance Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on this creature.
Creature — Phyrexian Beast
Haste Whenever you cast a noncreature spell, put an oil counter on this creature. {T}, Remove an oil counter from this creature: It deals 1 damage to each opponent.
Land
{T}, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Sorcery
Put a +1/+1 counter on up to one target creature. You gain 2 life. You may play an additional land this turn. Draw a card.