Inventory last scanned: 5/3/2026, 7:43:28 PM
Creature — Zombie
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, return target instant or sorcery card from your graveyard to your hand.
Creature — Lizard Warrior
Trample When this creature enters, choose target creature. If that creature's power is 2 or less or if you control another Lizard, gain control of that creature until end of turn, untap it, and it gains haste until end of turn.
Enchantment
Whenever you cycle a card, you may have this enchantment become a 5/4 Dinosaur creature with trample and haste in addition to its other types until end of turn.
Instant
Return target creature to its owner's hand. Draw a card.
Creature — Human Citizen
When this creature enters or dies, put a +1/+1 counter on target creature you control.
Instant
Change the target of target activated ability with a single target. (Mana abilities can't be targeted.) Draw a card.
Instant
Choose one — • Target artifact or creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) • Reroute Systems deals 2 damage to target tapped creature.
Instant
Return target permanent to its owner's hand. Cycling {2} ({2}, Discard this card: Draw a card.)
Instant
Return target permanent you control to its owner's hand.
Creature — Cat
Whenever this creature becomes tapped, you may discard a card. If you do, draw a card.
Artifact — Spacecraft
When this Spacecraft enters, return target creature or enchantment card from your graveyard to the battlefield. Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 10+.) 10+ | Flying
Instant
As an additional cost to cast this spell, sacrifice a creature. Choose target creature card in your graveyard. Return that card and the sacrificed card to the battlefield under your control at the beginning of your next upkeep. Exile Rescue from the Underworld.
Creature — Elemental Spirit
Flash Natural Shelter — When this creature enters, you may return another permanent you control to its owner's hand.
Creature — Sphinx
Flying As this creature enters, you may return a nonland permanent you control to its owner's hand. If you do, this creature enters with a +1/+1 counter on it.
Sorcery
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. Flashback {6}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Target creature gets +2/+2 until end of turn. Equipped creatures you control gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Creature — Human Soldier
When this creature enters, if you control another Human, draw a card.
Creature — Human Soldier Ally
Rally — Whenever this creature or another Ally you control enters, creatures you control gain double strike until end of turn.
Creature — Human Knight
{W/B}{W/B}: This creature gains lifelink until end of turn. {W/B}{W/B}{W/B}: This creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Instant
Target creature gets +2/+2 until end of turn. If it's a Warrior, you may attach an Equipment you control to it.
Instant
Return target permanent to its owner's hand. Cycling {5}{W}{U}{B} ({5}{W}{U}{B}, Discard this card: Draw a card.) When you cycle this card, return two target permanents to their owners' hands.
Sorcery
Return target creature card from your graveyard to your hand. If you control an artifact, draw a card.
Instant
Prevent all combat damage that would be dealt this turn. You gain 1 life for each attacking creature.
Instant
Target player gains 4 life. Landfall — If you had a land enter the battlefield under your control this turn, that player gains 8 life instead.
Creature — Skeleton
{3}{B}, {T}: Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.) {1}{B}: Regenerate this creature.
Creature — Skeleton
{B}: Regenerate this creature.
Sorcery
As an additional cost to cast this spell, discard X cards. Return X target creature cards from your graveyard to your hand.
Sorcery
Return two target cards from your graveyard to your hand. Exile Restock.
Instant
Prevent all combat damage that would be dealt by target attacking creature this turn. Draw a card.
Creature — Human Cleric
Delirium — {2}{B}{B}: Return this card from your graveyard to the battlefield with a finality counter on it. Activate only if there are four or more card types among cards in your graveyard and only as a sorcery. (If a creature with a finality counter on it would die, exile it instead.)
Creature — Griffin
Flying Whenever a source an opponent controls deals damage to you, you may put that many +1/+1 counters on this creature.
Enchantment
Landfall — Whenever a land you control enters, choose one — • Target creature gets +2/+0 until end of turn. • Target creature can't block this turn.
Sorcery
Return up to one target creature card and up to one target noncreature permanent card from your graveyard to your hand. Exile Retrieve.
Sorcery
Create a 3/3 blue Robot Warrior artifact creature token. Then if this spell was cast from a graveyard, put two +1/+1 counters on that token. Flashback {5}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Phoenix
Flying, haste When this creature enters, if you cast it, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.) As long as this card is in your graveyard, if you would learn, you may instead return this card to the battlefield.
Enchantment — Aura
Flash Enchant creature Enchanted creature is a Turtle with base power and toughness 0/1. It can't attack and loses all abilities. (It also loses all other creature types.)
Artifact Creature — Zombie
{3}{B}: Return this card from your graveyard to the battlefield tapped with two +1/+1 counters on it.
Sorcery
Return target creature card from your graveyard to the battlefield. If it's an Elf, create two 1/1 green Elf Warrior creature tokens. Foretell {3}{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.)
Sorcery
Choose one — • Return target creature card from your graveyard to your hand. • Return two target creature cards that share a creature type from your graveyard to your hand.
Instant
Until end of turn, target creature gets +1/+0 and gains lifelink and "When this creature dies, return it to the battlefield tapped under its owner's control."
Instant
Choose one — • Destroy target artifact. • Destroy target enchantment. • Exile target card from a graveyard.
Creature — Zombie Centaur
When this creature enters, target player mills four cards.
Creature — Zombie Satyr
When this creature dies, each player mills three cards.
Creature — Human Rebel
Whenever one or more creatures attack you, if this creature is untapped, you may untap all creatures you control.
Creature — Octopus Rogue
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Sorcery
Create four 2/2 red and green Satyr creature tokens with haste.
World Enchantment
Players play with their hands revealed.
Instant
Target creature gets +2/+2 until end of turn. If it has a counter on it, it also gains flying and lifelink until end of turn.
Creature — Spirit
Flying Revenant's power and toughness are each equal to the number of creature cards in your graveyard.
Instant
Target creature's owner puts it on their choice of the top or bottom of their library. You create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Enchantment
At the beginning of each combat, if you've cast two or more spells this turn, this enchantment becomes a 3/3 Monk creature with haste in addition to its other types until end of turn. {1}{R}, Discard your hand, Sacrifice this enchantment: Draw two cards.
Creature — Unicorn
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When this creature leaves the battlefield, you gain life equal to the number of age counters on it.
Creature — Human Soldier
When this creature enters, create a number of 1/1 white Human Soldier creature tokens equal to your devotion to white. (Each {W} in the mana costs of permanents you control counts toward your devotion to white.)
Creature — Human Archer
When this creature enters, put a number of +1/+1 counters on it equal to your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.)
Instant
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Draw three cards.
Instant
You gain 3 life. Draw a card.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create three 1/1 white Spirit creature tokens. II — Distribute three +1/+1 counters among one, two, or three target creatures you control. III — Creatures you control gain trample and lifelink until end of turn.
Sorcery
Choose one or both — • Return target creature card from your graveyard to your hand. • Return target enchantment card from your graveyard to your hand.