Inventory last scanned: 4/30/2026, 6:33:24 PM
Creature — Giant Warrior
{T}: This creature deals 4 damage to each creature without flying and each player.
Creature — Dwarf Cleric
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Whenever this creature attacks, for each opponent, tap up to one target creature that player controls.
Instant
Creatures your opponents control get -2/-0 until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Mutant
Delirium — Whenever this creature attacks while there are four or more card types among cards in your graveyard, it gets +2/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Legendary Artifact — Equipment
At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand. Equip—Pay 1 life for each card in your hand. Equip {2}
Enchantment
During combat, players can't cast instant spells or activate abilities that aren't mana abilities.
Artifact
{2}, {T}: Create a 2/2 colorless Homunculus creature token. It must be represented by a unique hand and two fingers at all times, or it ceases to exist.
Creature — Dwarf Pilot
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.) Whenever this creature becomes tapped, you may discard a card. If you do, draw a card.
Artifact Creature — Construct
This creature enters with X +1/+1 counters on it. When this creature dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1 counter on this creature. {1}, {T}: Put a +1/+1 counter on this creature.
Creature — Spirit
Flying When this creature enters, create a 1/1 white Spirit creature token with flying. {3}{W}, Exile this creature: Exile target creature.
Legendary Creature — Human Artificer
{1}{W}{U}, {T}: Return target artifact or enchantment card from your graveyard to your hand.
Legendary Creature — Human Scout
Whenever Hans Eriksson attacks, reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking defending player or a planeswalker they control. Otherwise, put that card into your hand. When you put a creature card onto the battlefield this way, it fights Hans Eriksson.
Enchantment
When this enchantment enters, choose four nonenchantment permanents you don't control and put an aim counter on each of them. At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.
Enchantment
When this enchantment enters, each player gains 5 life and draws a card. At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.
Creature — Dragon
Flying {2}{R}: This creature deals 1 damage to each creature without flying. {2}{G}: This creature deals 1 damage to each other creature with flying.
Creature — Merfolk Wizard
You may cast this spell as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and has "{T}: Draw a card, then discard a card."
Creature — Human Warrior
{1}, Sacrifice a token: Draw a card.
Enchantment — Aura
Enchant artifact you control When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield. Enchanted permanent has ward {1}.
Creature — Archon
Flying Non-Archon creatures have base power and toughness 3/3. When this creature enters, create two 1/1 white Human creature tokens.
Creature — Beast
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Harmonious Grovestrider's power and toughness are each equal to the number of lands you control.
Sorcery
Draw three cards.
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 a creature type. Draw a card for each permanent you control of that type.
Instant
Exchange your hand and graveyard. Exile Harness Infinity.
Sorcery
Strive — This spell costs {2}{R} more to cast for each target beyond the first. Gain control of any number of target creatures until end of turn. Untap those creatures. They gain haste until end of turn.
Enchantment
Whenever you cast an instant or sorcery spell from your hand, you may cast target card with the same name as that spell from your graveyard. (You still pay its costs.)
Instant
Choose target creature. You get {E}{E}{E} (three energy counters), then you may pay any amount of {E}. Harnessed Lightning deals that much damage to that creature.
Instant
As an additional cost to cast this spell, sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Enchantment
As this enchantment enters, choose a color. If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead.
Creature — Human Cleric
Whenever an opponent activates an ability of an artifact, creature, or land on the battlefield, if it isn't a mana ability, this creature deals 2 damage to that player.
Creature — Human Druid
{T}: Add one mana of any color that a land you control could produce.
Creature — Demon
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever another nontoken creature dies, you may draw a card.
Land — Desert
{T}: Add {C}. {T}, Pay 1 life: Add {G}. {1}{G}{G}, {T}, Sacrifice a Desert: Target creature gets +3/+3 until end of turn. Activate only as a sorcery.
Creature — Spider
Reach Undergrowth — When you cast this spell, reveal the top X cards of your library, where X is the number of creature cards in your graveyard. You may put a green permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Enchantment
When this enchantment is put into a graveyard from the battlefield, draw three cards.
Creature — Nightmare Elf
When this creature enters, scry 1. {2}{B}: Return this card from your graveyard to the battlefield tapped. Activate only if you control a legendary creature.
Creature — Zombie
When this creature enters, create a 1/1 white Spirit creature token with flying. {1}{B}, Discard two cards: Return this card from your graveyard to the battlefield tapped.
Land
{T}: Add {C}. {3}, {T}, Sacrifice this land: Return a creature card at random from your graveyard to your hand.
Artifact — Vehicle
Whenever you attack, target creature you control gets +1/+0 and gains deathtouch until end of turn. Untap it. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact — Equipment
Equipped creature gets +4/+4. {0}: Until end of turn, this permanent becomes a 4/4 Spirit artifact creature that's no longer an Equipment. Activate only if you control no creatures. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
Choose a creature type. Return up to two creature cards of that type from your graveyard to the battlefield. If this spell was foretold, return all creature cards of that type from your graveyard to the battlefield instead. Foretell {5}{B}{B} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature — Beast Mutant
Whenever this creature attacks, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) {1}{G}: Reveal target face-down permanent. If it's a creature card, you may turn it face up.
Land
{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Dragon creature spell. {2}, {T}, Sacrifice this land: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand.
Creature — Zombie Wizard
{1}: You may cast target creature card in a graveyard this turn. When you cast it this turn, this creature gains all activated abilities of that card until end of turn.
Creature — Human Wizard
{2}{U}, {T}, Exile a creature card from your graveyard: Create a 2/2 black Zombie creature token, then put a +1/+1 counter on each Zombie creature you control.
Legendary Creature — God Warrior
Havi has indestructible as long as there are four or more historic cards in your graveyard. (Artifacts, legendaries, and Sagas are historic.) Sage Project — Whenever Havi or another legendary creature you control dies, return target legendary creature card with lesser mana value from your graveyard to the battlefield tapped.
Enchantment
Players can't gain life. At the beginning of each player's upkeep, that player loses half their life, rounded up.
Creature — Devil
Whenever you sacrifice a permanent, this creature deals 1 damage to any target.
Legendary Creature — Human Knight
Protection from Assassins Other Knights you control get +2/+2 and have protection from Assassins. When Haytham Kenway enters, for each opponent, exile up to one target creature that player controls until Haytham Kenway leaves the battlefield.
Artifact Creature — Insect
When this creature dies, you gain 2 life. {G}, Sacrifice this creature: Exile target noncreature artifact or noncreature enchantment.