Inventory last scanned: 5/3/2026, 7:25:14 PM
Sorcery
Draw a card for each creature you control. Ferocious — You gain 4 life for each creature you control with power 4 or greater.
Creature — Shark Crab
Flash (You may cast this spell any time you could cast an instant.) Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Land
This land enters tapped. {T}: Add {W} or {B}. {1}{W}{B}: Until end of turn, this land becomes a 2/3 white and black Elemental creature with lifelink. It's still a land.
Legendary Creature — Human Warrior
Shanna can't be the target of abilities your opponents control. Shanna gets +1/+1 for each creature you control.
Sorcery
The controller of target artifact sacrifices it, then reveals cards from the top of their library until they reveal an artifact card. That player puts that card onto the battlefield, then shuffles all other cards revealed this way into their library.
Creature — Merfolk Shaman
{3}{G}: Put a +1/+1 counter on target creature. {2}{U}, Remove a +1/+1 counter from a creature you control: Draw a card.
Enchantment
Whenever a creature you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Instant
As an additional cost to cast this spell, sacrifice a land. Shard Volley deals 3 damage to any target.
Artifact Creature — Sphinx
Flying Whenever an artifact creature you control deals combat damage to a player, you may create a 1/1 blue Thopter artifact creature token with flying.
Artifact Creature — Human Rogue
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Sorcery — Lesson
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Legendary Artifact Creature — Sphinx
Flying When Sharuum enters, you may return target artifact card from your graveyard to the battlefield.
Sorcery
Destroy target creature or enchantment. Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
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.) Choose one — • Shatter the Source deals 6 damage to target creature, planeswalker, or battle. • Destroy target artifact.
Land
{T}: Add {C}. {T}, Sacrifice this land: Search your library for a basic Mountain, Plains, or Swamp card, put it onto the battlefield tapped, then shuffle. Cycling {R}{W}{B} ({R}{W}{B}, Discard this card: Draw a card.)
Creature — Angel Rogue
Flying When this creature enters, you gain 3 life. {2}, Exile this card from your hand: Target land gains "{T}: Add {W}, {U}, or {B}" until this card is cast from exile. You may cast this card for as long as it remains exiled.
Instant
Exile target artifact.
Sorcery
Replicate {R} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Destroy target artifact.
Creature — Minotaur Warrior
This spell costs {1} less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) Haste
Land — Desert
{T}: Add {C}. {T}, Pay 1 life: Add {W}. {2}{W}{W}, {T}, Sacrifice a Desert: Creatures you control get +1/+1 until end of turn. Activate only as a sorcery.
Creature — Lizard
Cycling {3}{G} ({3}{G}, Discard this card: Draw a card.) When you cycle this card, you may search your library for a basic land card or a Desert card, put it onto the battlefield, then shuffle. (Do this before you draw.)
Instant
Kicker {1} (You may pay an additional {1} as you cast this spell.) Target creature you control gets +0/+3 until end of turn. If this spell was kicked, that creature also gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Creature — Turtle and/or Elephant
{0}: Choose one. You may activate this ability while Shellephant is in any zone. • Shellephant has base power and toughness 1/4. • Shellephant has base power and toughness 3/3.
Land — Mountain Forest
({T}: Add {R} or {G}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Treefolk
Trample Cumulative upkeep—Put a +1/+1 counter on a creature an opponent controls. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Land
{T}: Add {C}. {T}, Sacrifice this land: Search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle. Cycling {R}{G}{W} ({R}{G}{W}, Discard this card: Draw a card.)
Instant
Target creature gains indestructible until end of turn. Scry 1. (Damage and effects that say "destroy" don't destroy the creature.)
Sorcery
Destroy target artifact. Dredge 1 (If you would draw a card, you may mill a card instead. If you do, return this card from your graveyard to your hand.)
Creature — Angel Cleric
Flying When this creature enters, you gain 2 life for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Creature — Spirit
Flying Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Creature — Horse
This creature can't be blocked by red creatures. When this creature enters or becomes the target of a spell or ability an opponent controls, you gain 3 life.
Artifact — Equipment
If a source would deal damage to equipped creature, prevent X of that damage, where X is the number of creatures you control. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
If a source would deal damage to equipped creature, prevent 2 of that damage. Equip {1}
Creature — Dinosaur
This spell can't be countered. Protection from blue (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything blue.) {G}: This creature gains your choice of reach, trample, or haste until end of turn.
Enchantment — Aura
Enchant creature Enchanted creature has haste and "At the beginning of your upkeep, destroy this creature. Reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and attach Shifting Shadow to it, then put all other cards revealed this way on the bottom of your library in a random order."
Legendary Creature — Elder Demon
Flying Sacrifice another creature: Create a Blood token. If you sacrificed an Angel this way, create a number of Blood tokens equal to its toughness instead. {W/B}{W/B}{W/B}, Sacrifice six Blood tokens: Return each creature card from your graveyard to the battlefield with a finality counter on it. Those creatures are Vampires in addition to their other types.
Legendary Creature — Demon Spirit
As Shimatsu enters, sacrifice any number of permanents. Shimatsu enters with that many +1/+1 counters on it.
Sorcery
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
Land
{T}: Add {C}. {1}, {T}: Add one mana of any color.
Enchantment Creature — Chimera
Flying At the beginning of your upkeep, return up to one other target enchantment you control to its owner's hand.
Land
As this land enters, you may reveal a Plains or Swamp card from your hand. If you don't, this land enters tapped. {T}: Add {W} or {B}.
Artifact — Equipment
Flash When this Equipment enters, attach it to target Knight you control. Equipped creature gets +0/+2 and has vigilance. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Instant — Arcane
You may exile a white card with mana value X from your hand rather than pay this spell's mana cost. The next X damage that a source of your choice would deal to you and/or creatures you control this turn is dealt to any target instead.
Creature — Kraken
{6}{U}{U}: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, tap up to four target creatures. Those creatures don't untap during their controllers' untap steps for as long as you control this creature.
Creature — Merfolk Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature — Dragon
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.) Flying, haste
Creature — Dragon
Flying {R}: This creature gets +1/+0 until end of turn.
Instant
Kicker {4} (You may pay an additional {4} as you cast this spell.) Shivan Fire deals 2 damage to target creature. If this spell was kicked, it deals 4 damage instead.
Creature — Dragon
Flying (This creature can't be blocked except by creatures with flying or reach.) {1}{R}: This creature deals 1 damage to any target.
Land
This land enters tapped. {T}: Add {R} or {G}.
Land
{T}: Add {C}. {T}: Add {U} or {R}. This land deals 1 damage to you.
Creature — Beast
Trample When this creature enters, any player may sacrifice a land of their choice. If a player does, put this creature on top of its owner's library.
Creature — Phyrexian Barbarian Zombie
Protection from white
Creature — Kraken
Constellation — Whenever an enchantment you control enters, you may draw a card. If you do, discard a card.
Instant
Shock deals 2 damage to any target.