Inventory last scanned: 4/28/2026, 6:34:43 PM
Creature — Cyclops Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, you get {E}{E}{E} (three energy counters). When this creature dies, you may pay {E}{E}{E}. When you do, this creature deals damage equal to its power to any target.
Creature — Shapeshifter
You may have this creature enter as a copy of any creature on the battlefield, except it has haste and dethrone. (Whenever it attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Creature — Demon
Whenever this creature attacks or blocks, sacrifice a creature.
Creature — Lizard Rogue
When this creature enters, it deals 1 damage to each opponent and 1 damage to each creature your opponents control.
Artifact — Equipment
Equipped creature gets +2/+0 and has afflict 1. (Whenever it becomes blocked, defending player loses 1 life.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Basilisk
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Creature — Imp
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Creature — Shark
Vigilance Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Creature — Goblin
During your turn, this creature has flying.
Legendary Creature — Human Warrior
Vigilance Daghatar enters with four +1/+1 counters on it. {1}{B/G}{B/G}: Move a +1/+1 counter from target creature onto a second target creature.
Creature — Human Soldier
When this creature enters, earthbend 1, then earthbend 1. (To earthbend 1, target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.) Whenever this creature attacks, each opponent loses X life and you gain X life, where X is the number of creatures you control with +1/+1 counters on them.
Land
This land enters tapped. {T}: Add {B}. Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
Creature — Merfolk Wizard
{U}, {T}: Each player reveals the top card of their library. You may put the revealed cards into their owners' graveyards. If you don't, each player draws a card.
Legendary Creature — Merfolk Artificer
{T}: Add {C}{C}. Spend this mana only to cast artifact spells or activate abilities of artifacts. Equipped creatures you control have flying and haste.
Land
This land enters tapped unless you control a Swamp or a Mountain. {T}: Add {W}. {2}{W}, {T}: Whenever you attack this turn, create two 1/1 red Warrior creature tokens that are tapped and attacking. Sacrifice them at the beginning of the next end step.
Creature — Ox
Vigilance Mobilize 3 (Whenever this creature attacks, create three tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Sorcery
Target player draws X cards and loses X life.
Artifact
Activated abilities of artifacts and creatures can't be activated unless they're mana abilities.
Artifact — Equipment
Equipped creature gets +2/+1. When equipped creature dies, you may have this Equipment become a 2/1 Construct artifact creature with flying and ward {1}. If you do, it isn't an Equipment. Equip {1}
Legendary Creature — Human Knight
First strike, vigilance, lifelink When Danitha enters, you may put an Aura or Equipment card from your hand or graveyard onto the battlefield attached to Danitha.
Legendary Creature — Goblin Artificer
Daretti's power is equal to the greatest mana value among artifacts you control. Whenever Daretti enters or attacks, choose target artifact card in your graveyard. You may sacrifice an artifact. If you do, return the chosen card to the battlefield.
Legendary Creature — Dragon
Flying, trample, haste If Darigaaz would die, instead exile it with three egg counters on it. At the beginning of your upkeep, if this card is exiled with an egg counter on it, remove an egg counter from it. Then if this card has no egg counters on it, return it to the battlefield.
Creature — Human Artificer
When this creature enters, you may return target artifact card from your graveyard to your hand. Whenever you cast a historic spell, put a +1/+1 counter on this creature. (Artifacts, legendaries, and Sagas are historic.)
Sorcery
Destroy target creature or Vehicle.
Creature — Human Pirate
{2}{U}: This creature can't be blocked this turn. Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card.
Instant
Look at the top three cards of your library. Put two of them into your hand and the other into your graveyard. Dark Bargain deals 2 damage to you.
Instant
Destroy target black creature.
Creature — Horror
Flying When this creature enters, destroy target nonblack creature. It can't be regenerated.
Creature — Vampire Assassin
{4}{B}{B}: Exile target creature and put a +1/+1 counter on this creature. This creature has all activated abilities of all creature cards exiled with it.
Sorcery
Each opponent sacrifices a creature or planeswalker of their choice, then discards a card. You return a creature or planeswalker card from your graveyard to your hand, then draw a card. When you cast a Bolas planeswalker spell, exile this card from your graveyard. That planeswalker enters with an additional loyalty counter on it.
Legendary Creature — Mutant Ninja Turtle Human
Sneak {W}{B} Attacking Ninjas you control have deathtouch. Whenever Dark Leo & Shredder deal combat damage to a player, create a 1/1 black Ninja creature token. Then if you control five or more Ninjas, that player loses half their life, rounded up.
Sorcery
Target player creates X 2/2 black Zombie creature tokens, then up to one target creature gets -1/-1 until end of turn for each Zombie that player controls.
Enchantment
At the beginning of each opponent's upkeep, that player loses X life, where X is the number of cards in that player's hand minus the number of cards in your hand.
Enchantment
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
Creature — Goblin Shaman
{1}, Sacrifice a creature: Exile the top card of your library. You may play that card this turn. (You still pay its costs. You can play a land this way only if you have an available land play remaining.)
Instant
Target creature gets -1/-1 until end of turn. Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
Creature — Sliver
All Slivers have "Sacrifice this permanent: You gain 3 life."
Artifact Land
This land enters tapped. Indestructible {T}: Add {B} or {G}.
Artifact — Fortification
Fortified land has indestructible. Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn. Fortify {3} ({3}: Attach to target land you control. Fortify only as a sorcery. This card enters unattached and stays on the battlefield if the land leaves.)
Creature — Human Knight
As this creature enters, choose another creature you control. Sacrifice this creature: The chosen creature gains indestructible until end of turn.
Creature — Human Warrior
When this creature enters, put a +1/+1 counter on target creature.
Instant
Kicker {1}{W} (You may pay an additional {1}{W} as you cast this spell.) Creatures you control get +1/+1 until end of turn. If this spell was kicked, those creatures get +2/+1 until end of turn instead.
Creature — Human Soldier
Whenever this creature attacks, creatures you control get +1/+1 until end of turn.
Sorcery
Target player discards two cards and loses 2 life.
Legendary Planeswalker — Davriel
At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, Davriel deals 2 damage to them. −1: Target player discards a card.
Creature — Elemental
Flying Prevent all damage that would be dealt to this creature.
Enchantment Creature — Human Cleric
Whenever a creature dies, if an Aura you controlled was attached to it, return target creature card with mana value 2 or less from your graveyard to your hand.
Enchantment
Whenever you gain life, you may pay {2}. If you do, draw a card. {3}{W}: Create a 1/1 white Soldier creature token with lifelink.
Creature — Human Soldier
Flying, lifelink Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
Creature — Elk
When this creature enters, you become the monarch. As long as you're the monarch, permanents you control have hexproof.
Creature — Angel
Flying When this creature enters, you gain 4 life.
Creature — Human Knight
Lifelink At the beginning of your end step, if you control two or more tapped creatures, put a +1/+1 counter on each creature you control other than this creature.