Inventory last scanned: 4/27/2026, 2:25:21 AM
Sorcery
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
Creature — Angel
Flying, vigilance {2}{W}, {T}: Exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step. {2}{W}, {T}, Exert this creature: Exile another target creature until this creature leaves the battlefield. (An exerted creature won't untap during your next untap step.)
Creature — Angel
Flying Delirium — Whenever this creature deals damage, if there are four or more card types among cards in your graveyard, exile target creature an opponent controls.
Creature — Angel
Flying When this creature enters, destroy target permanent.
Creature — Angel
Flying When this creature enters, exile target player's graveyard.
Creature — Angel
Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
Creature — Angel
Flying When this creature enters, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
Creature — Angel
Flash Flying When this creature enters, until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead. {4}{W}{W}, Exile this card from your graveyard: Your life total becomes 10.
Creature — Angel
Flying When this creature enters, you may exile target nonland permanent an opponent controls until this creature leaves the battlefield. Embalm {5}{W} ({5}{W}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Angel with no mana cost. Embalm only as a sorcery.)
Creature — Angel
Flying When this creature enters, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When this creature leaves the battlefield, return the exiled cards to their owners' hands.
Artifact Creature — Angel
Flying When this creature enters, exile up to two target artifacts and/or enchantments. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Artifact
Whenever a player casts a white spell, you may gain 1 life.
Artifact
Whenever a creature you control enters, you may have this artifact become a 3/3 white Angel artifact creature with flying until end of turn.
Sorcery
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn. Flashback {2}{R}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Human Cleric
When this creature enters, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Artifact
Whenever you're dealt damage, you may put that many charge counters on this artifact. {2}, {T}, Remove four charge counters from this artifact: You gain 2 life and draw a card.
Creature — Angel Ally
Flying Whenever this creature attacks, it gets +1/+1 until end of turn for each other attacking Ally.
Sorcery
Exile target creature or enchantment.
Enchantment
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature has flying.
Creature — Angel Advisor
Affinity for Citizens (This spell costs {1} less to cast for each Citizen you control.) Flying
Sorcery
As an additional cost to cast this spell, sacrifice a permanent. Exile target artifact, creature, or enchantment.
Creature — Wall
Defender (This creature can't attack.) Flying
Sorcery
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
Creature — Human Pirate
If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Sorcery
Choose one — • Target player sacrifices an artifact of their choice. • Target player sacrifices a creature of their choice. • Target player sacrifices a planeswalker of their choice.
Legendary Planeswalker — Angrath
Creatures you control have menace. −2: Amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Legendary Planeswalker — Angrath
+2: Angrath deals 1 damage to target opponent or planeswalker and each creature that player or that planeswalker's controller controls. −3: Return target Pirate card from your graveyard to the battlefield. −11: Destroy all creatures target opponent controls. Angrath deals damage to that player equal to their total power.
Enchantment — Aura
Enchant Wall Enchanted Wall can attack as though it didn't have defender.
Creature — Vampire Berserker
This creature attacks each combat if able. Whenever this creature attacks, discard your hand, then draw three cards. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Legendary Creature — Vampire
Whenever Anje and/or one or more other Vampires you control enter, create a Blood token. This ability triggers only once each turn. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") {2}, Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life.
Creature — Goblin Berserker
Haste Whenever this creature attacks, creatures you control gain first strike and deathtouch until end of turn.
Creature — Dinosaur
Reach, trample 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.)
Instant
Counter target artifact or enchantment spell.
Instant
Exile target creature if it has mana value 3 or less. Corrupted — Exile that creature instead if its controller has three or more poison counters.
Creature — Human Cleric
Lifelink (Damage dealt by this creature also causes you to gain that much life.) {4}{W}: This creature gets +3/+3 until end of turn.
Creature — Vampire Cleric
At the beginning of combat on your turn, you may have target Vampire get +2/+0 until end of turn.
Creature — Human Cleric
Vigilance As this creature enters, look at an opponent's hand, then choose any card name. Spells your opponents cast with the chosen name cost {2} more to cast. Activated abilities of sources with the chosen name cost {2} more to activate unless they're mana abilities.
Creature — Human Cleric
Whenever a creature token you control enters, you gain 1 life. Embalm {3}{W} ({3}{W}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Human Cleric with no mana cost. Embalm only as a sorcery.)
Creature — Angel
Flying Whenever a creature attacks, you may pay {3}. When you do, put a +1/+1 counter on that creature.
Sorcery
Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.
Enchantment
Whenever a creature you control enters, you gain 1 life. If this enchantment isn't a creature, it becomes a 3/3 Angel creature with flying in addition to its other types until end of turn.
Creature — Insect
{1}{G}: Create a 1/1 green Insect creature token.
Legendary Creature — Human Warrior
Heroic — Whenever you cast a spell that targets Anthousa, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.
Instant
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Instant
Counter target creature or planeswalker spell unless its controller pays {2}. If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.
Sorcery
Create two 2/2 red and white Spirit creature tokens. Then if this spell was cast from anywhere other than your hand, put a +1/+1 counter on each Spirit you control. Flashback {4}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Artifact Creature — Bird
Flying First strike (This creature deals combat damage before creatures without first strike.)
Sorcery
Destroy all artifacts you don't control, then exile the top X cards of your library, where X is the number of artifacts that were put into graveyards from the battlefield this turn. You may put a creature card exiled this way onto the battlefield. It gains haste. Return it to your hand at the beginning of the next end step.
Sorcery
Exile the top seven cards of your library. Until end of turn, you may cast spells from among them. If this spell was cast from your hand, add ten mana of any one color.
Legendary Enchantment Creature — Harpy
Flying At the beginning of your end step, you may exile an enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
Sorcery
Return up to three target creature cards of the creature type of your choice from your graveyard to your hand.
Creature — Demon
Flying Apocalypse Demon's power and toughness are each equal to the number of cards in your graveyard. At the beginning of your upkeep, tap this creature unless you sacrifice another creature.
Creature — Hydra
This creature enters with X +1/+1 counters on it. If X is 5 or more, it enters with an additional X +1/+1 counters on it. {1}{R}, Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
Instant
({W/P} can be paid with either {W} or 2 life.) Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn.