Inventory last scanned: 4/30/2026, 6:33:24 PM
Sorcery
You have ten seconds to look at and rearrange the cards in your library. At the end of those ten seconds, if you're touching one or more of those cards, shuffle.
Artifact — Equipment
Equipped creature can't be blocked. Whenever equipped creature is dealt damage, destroy it. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Elemental Dog
Double strike Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Sorcery
Exile X target creature cards from your graveyard. For each card exiled this way, create a token that's a copy of that card, except it's a 4/4 black Zombie.
Instant
Exile target creature. If that creature was a God, its controller reveals their hand and exiles all cards from it with the same name as that creature.
Sorcery
Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle. Then if you control three or more Deserts, create two 2/2 black Zombie creature tokens.
Sorcery
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.) Destroy all nontoken creatures.
Creature — Human Wizard
{1}{U}, {T}: Target creature doesn't untap during its controller's next untap step. {2}{B}, {T}: Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Sorcery
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Raid — If you attacked this turn, when you next cast an instant or sorcery spell this turn, copy that spell an additional time. You may choose new targets for the copy.
Enchantment — Aura
Flash Enchant creature When this Aura enters, if enchanted creature is a Wolf or Werewolf, untap that creature. Enchanted creature gets +2/+2 and has vigilance.
Creature — Giant Druid
Reach (This creature can block creatures with flying.) When this creature enters, create two 2/2 green Wolf creature tokens.
Creature — Wolf
When this creature enters, you may search your library for up to three cards named Howling Wolf, reveal them, put them into your hand, then shuffle.
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {B}. {B}, {T}: You may play the exiled card without paying its mana cost if each player has no cards in hand.
Creature — Dinosaur
Vigilance When this creature enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Planeswalker — Huatli
Each creature you control assigns combat damage equal to its toughness rather than its power. −3: You gain life equal to the greatest toughness among creatures you control.
Creature — Merfolk Pirate
Flash If an opponent would draw a card except the first one they draw in each of their draw steps, instead you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Instant
Until end of turn, target creature loses all abilities and has base power and toughness 0/1.
Creature — Human Rogue
{T}: Draw two cards. Target opponent gains control of this creature. Activate only during your turn.
Creature — Human Druid
{T}: Add one mana of any color. Spend this mana only to cast a creature spell.
Creature — Human Monk
Flash When this creature enters, target creature an opponent controls gets -2/-0 until end of turn.
Creature — Zombie Warrior
As long as there are three or more different kinds of counters among creatures you control, this creature gets +2/+4. You may cast this card from your graveyard. If you do, it enters with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Creature — Giant
Vigilance {3}{W}{W}{W}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) As long as this creature is monstrous, it has reach and can block an additional ninety-nine creatures each combat.
Creature — Zombie
{1}, Sacrifice another creature: Put a +1/+1 counter on this creature.
Creature — Cat
Cats you control have protection from Rats. (They can't be blocked, targeted, or dealt damage by Rats.) At the beginning of your end step, target opponent creates a 1/1 black Rat creature token with deathtouch. Whenever a Rat dies, put a +1/+1 counter on each Cat you control.
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)
Creature — Skeleton Beast
Menace When this creature enters, target opponent creates two 1/1 white Dog creature tokens. When this creature dies, each opponent loses 3 life. Disguise {1}{B}
Creature — Dragon
Flying, haste When this creature enters, target opponent creates three 2/2 white Knight creature tokens with first strike.
Creature — Nightmare
Menace When this creature enters, target opponent puts a deathtouch counter on a creature they control.
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature you don't control.
Sorcery
Until end of turn, target creature gets +3/+3 and gains trample and "Whenever this creature deals combat damage to a player, draw that many cards."
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When this Class enters, target creature you control deals damage equal to its power to target creature you don't control. {1}{G}: Level 2 Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn. {3}{G}: Level 3 At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
Sorcery
Kicker {3}{G} (You may pay an additional {3}{G} as you cast this spell.) Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle. If this spell was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.
Creature — Cat
Mutate {2}{W} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, other creatures you control get +X/+X until end of turn, where X is the number of times this creature has mutated.
Instant
During turns other than yours, this spell costs {3} more to cast. Return all nonland permanents to their owners' hands. End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Legendary Creature — Human Wizard Advisor
At the beginning of your end step, if you've cast a noncreature spell this turn, reveal the top five cards of your library. For each card type among noncreature spells you've cast this turn, you may put a card of that type from among the revealed cards into your hand. Put the rest on the bottom of your library in a random order.
Creature — Hydra
{X}{X}{G}: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, create X X/X green Hydra creature tokens.
Creature — Human Warrior
You may exert this creature as it attacks. When you do, target creature gets +X/+X until end of turn, where X is the number of counters on permanents you control. (An exerted creature won't untap during your next untap step.) {2}{G}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
Creature — Hydra Dog
As this creature enters, roll X six-sided dice. This creature enters with a number of +1/+1 counters on it equal to the total of those results. Reach, trample
Legendary Creature — Elemental Villain
Whenever you cast a blue spell, if Hydro-Man is a creature, he gets +1/+1 until end of turn. At the beginning of your end step, untap Hydro-Man. Until your next turn, he becomes a land and gains "{T}: Add {U}." (He's not a creature during that time.)
Sorcery
Put target creature card from a graveyard onto the battlefield under your control.
Sorcery
Surveil 1, then you draw a card and lose 1 life. (To surveil 1, look at the top card of your library. You may put it into your graveyard.) Void — If a nonland permanent left the battlefield this turn or a spell was warped this turn, draw another card.
Conspiracy
(Start the game with this conspiracy face up in the command zone.) The first creature spell you cast each turn costs {1} less to cast. You can't cast instant or sorcery spells.
Creature — Dragon
Flying, haste You may cast sorcery spells as though they had flash. (You may cast them any time you could cast an instant.)
Enchantment Creature — Siren
Bestow {5}{U}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Flying You control enchanted creature. Enchanted creature gets +1/+1 and has flying.
Artifact — Contraption
Whenever you crank this Contraption, target player mills X cards, where X is the number of creatures you control.
Instant
Draw two cards. Then you may discard a nonland card. When you do, Hypothesizzle deals 4 damage to target creature.
Creature — Human Scout
When this creature enters, untap target creature.
Legendary Creature — Gorgon
Deathtouch {6}{B}{B}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Hythonia becomes monstrous, destroy all non-Gorgon creatures.
Legendary Creature — Human Warrior
Whenever Ian the Reckless attacks, if it's modified, you may have it deal damage equal to its power to you and any target. (Equipment, Auras you control, and counters are modifications.)
Creature — Human Spellshaper
{1}{W}, {T}, Discard a card: Create two 1/1 white Citizen creature tokens.
Creature — Human Soldier
This creature enters with a javelin counter on it. {T}, Remove a javelin counter from this creature: It deals 1 damage to any target.
Snow Creature — Crab
Whenever another snow permanent you control enters, you may have target player mill two cards.
Snow Creature — Kraken
Affinity for snow lands (This spell costs {1} less to cast for each snow land you control.) When this creature enters, artifacts and creatures target opponent controls don't untap during that player's next untap step. Return three snow lands you control to their owner's hand: Return this creature to its owner's hand.