Inventory last scanned: 4/30/2026, 6:33:24 PM
Sorcery
Domain — Create a 3/3 green Beast creature token for each basic land type among lands you control. {1}{G}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You gain 3 life.
Enchantment
{3}{R}: Choose any target, then mill three cards. This enchantment deals damage to that permanent or player equal to the greatest mana value among the milled cards.
Legendary Creature — Eldrazi Dragon
Emerge {6}{R}{R} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, you may exile your hand. If you do, draw three cards. Flying Each creature spell you cast has emerge. The emerge cost is equal to its mana cost.
Creature — Elf Druid
Tap three untapped Elves you control: Add {G}{G}{G}.
Enchantment — Aura
Enchant creature Enchanted creature has "{T}: This creature deals 1 damage to any target."
Creature — Human Knight Ally
Rally — Whenever this creature or another Ally you control enters, creatures you control gain indestructible until end of turn.
Creature — Human Soldier
Aura spells you cast cost {1} less to cast. Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
Creature — Human Warrior
Whenever you cast a multicolored spell, create a 1/1 white Human creature token.
Creature — Human Soldier
Whenever you cast a spell that targets this creature, creatures you control get +1/+0 until end of turn.
Enchantment Creature — Human Soldier
When this creature enters, create a 1/1 white Human Soldier creature token. Whenever you cast a spell that targets this creature, creatures you control get +1/+0 until end of turn.
Creature — Cat Soldier
Whenever you cast a spell that targets this creature, creatures you control get +1/+0 until end of turn.
Instant
Destroy target creature or planeswalker.
Artifact — Equipment
Equipped creature gets +2/+1. As long as equipped creature is legendary, it has trample and haste. Equip {2}
Creature — Hydra
This creature enters with four +1/+1 counters on it. {2}{G}{G}: Put X +1/+1 counters on this creature, where X is its power.
Instant
Kicker {1}{R} (You may pay an additional {1}{R} as you cast this spell.) Creatures you control get +2/+1 until end of turn. If this spell was kicked, those creatures also gain trample until end of turn.
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 unless it shares a color with the most common color among all permanents or a color tied for most common.
Sorcery
Create two 1/1 white Soldier creature tokens. Until end of turn, creatures you control get +1/+1 and gain haste. (They can attack and {T} this turn.)
Sorcery
Destroy six target creatures.
Creature — Turtle
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
Creature — Slith
When this creature enters, you get {E}{E} (two energy counters). Whenever this creature attacks, you may pay {E}{E}. If you do, it gains first strike until end of turn. Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Artifact — Equipment
Flash When this Equipment enters, attach it to target creature you control. If that creature is an Assassin, it gains deathtouch until end of turn. Equipped creature gets +1/+0 and has first strike. Equip {2}
Creature — Human Warrior
Lifelink Megamorph {2}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When this creature is turned face up, destroy target creature with power 4 or greater an opponent controls.
Creature — Human Druid
Revolt — When this creature enters, if a permanent left the battlefield under your control this turn, add {G}{G}.
Land — Cave
This land enters tapped. {T}: Add {B}. {4}{B}, {T}, Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Enchantment
Revolt — At the beginning of your end step, if a permanent left the battlefield under your control this turn, create a 1/1 colorless Servo artifact creature token. {1}, Sacrifice a creature: Scry 1.
Instant
If target player has exactly 10 life, Hidetsugu's Second Rite deals 10 damage to that player.
Legendary Creature — Ogre Demon
{B}, Sacrifice a creature: Scry 2. {2}{R}, {T}: Exile the top card of your library. You may play that card this turn. When you exile a nonland card this way, Hidetsugu deals damage equal to the exiled card's mana value to any target.
Instant
Draw two cards. Cycling {U} ({U}, Discard this card: Draw a card.)
Artifact
When this artifact enters, target opponent loses 1 life and you gain 1 life. {T}: Add {C}.
Creature — Faerie Warlock
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Flying When this creature enters, if it was bargained, each opponent loses 3 life and you gain 3 life.
Land
{T}: Add {C}. {T}, Sacrifice a creature: You gain 1 life.
Creature — Human Cleric
Whenever this creature is dealt damage, you may destroy target nonland permanent.
Creature — Bird Soldier
Flying This creature gets +1/+1 for each other creature you control with a +1/+1 counter on it. {3}{W}: Put a +1/+1 counter on target creature.
Instant
Target creature gets +1/+3 and gains reach until end of turn. Untap it.
Creature — Elf Citizen
Reach (This creature can block creatures with flying.) Whenever this creature blocks a creature with flying, this creature gets +2/+0 until end of turn.
Creature — Vampire Noble
Flying Whenever this creature attacks, you may sacrifice another creature. If you do, put a +1/+1 counter on this creature. Whenever another nontoken creature dies, draw a card.
Creature — Vampire Warrior
Creature — Elk
When this creature dies, you gain 2 life.
Land
This land enters tapped. {T}: Add {U} or {R}.
Snow Land
This land enters tapped. {T}: Add {R} or {G}.
Creature — Djinn Monk
Flying The second spell you cast each turn costs {1} less to cast.
Creature — Crab
Defender When this creature enters, you get {E}{E}{E}{E} (four energy counters). Pay {E}{E}: This creature can attack this turn as though it didn't have defender.
Legendary Creature — Kirin Spirit
Flying, trample Spells you cast cost {1} less to cast for each target. Spells your opponents cast cost {1} more to cast for each target.
Instant
Counter target spell that targets you or a permanent you control. Draw a card.
Legendary Creature — Human Wizard
{2}{U}, Discard a card: Counter target spell if it has the same mana value as the discarded card.
Creature — Lizard
Whenever another creature dies, you may have this creature deal 1 damage to target player or planeswalker.
Land
This land enters tapped. {T}: Add {B} or {G}. {1}{B}{G}: Until end of turn, this land becomes a 2/2 black and green Elemental creature with deathtouch. It's still a land.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create a 2/2 white Knight creature token with vigilance. III — Knights you control get +2/+1 until end of turn.
Sorcery
Create two 1/1 colorless Sliver creature tokens.
Land
If you control two or more other lands, this land enters tapped. {T}: Add {B}. {3}{B}: Until end of turn, this land becomes a 3/3 black Beholder creature with menace and "Whenever this creature attacks, exile target card from defending player's graveyard." It's still a land.
Creature — Human Shaman
Whenever this creature attacks, you may search your library for a basic land card that doesn't share a land type with a land you control, put that card onto the battlefield, then shuffle. {5}{G}: Create a 1/1 green Insect creature token. Put X +1/+1 counters on it, where X is the number of basic land types among lands you control. Activate only as a sorcery.