Inventory last scanned: 5/3/2026, 7:43:28 PM
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature attacks, you may mill two cards. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Enchantment — Aura
Flash Enchant creature you control As long as this Aura entered this turn, enchanted creature has hexproof. Enchanted creature gets +1/+1.
Sorcery
As an additional cost to cast this spell, tap four untapped creatures you control. Draw three cards.
Artifact — Equipment
Equipped creature has first strike. As long as equipped creature is a Human, it gets +1/+1. Equip {1}
Sorcery
Each player who controls a creature with power 4 or greater draws a card. Then destroy all creatures.
Sorcery
Return X target creature cards from your graveyard to your hand. You lose X life.
Enchantment — Aura
Enchant creature Enchanted creature gets -3/-0. {3}{U}{U}: Put enchanted creature into its owner's library third from the top.
Sorcery
Discard all the cards in your hand, then draw that many cards. Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Angel Rogue
Flying When this creature enters, you gain 3 life. {2}, Exile this card from your hand: Target land gains "{T}: Add {W}, {U}, or {B}" until this card is cast from exile. You may cast this card for as long as it remains exiled.
Sorcery
Destroy target artifact, enchantment, or creature with flying. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Minotaur Warrior
This spell costs {1} less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) Haste
Instant
Kicker {1} (You may pay an additional {1} as you cast this spell.) Target creature you control gets +0/+3 until end of turn. If this spell was kicked, that creature also gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Target creature gets +1/+2 and gains deathtouch until end of turn. Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Instant
Target creature you control gains protection from the color of your choice until end of turn. Draw a card.
Enchantment — Aura
Enchant land Enchanted land has "{T}: Add two mana of any one color."
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature gets +1/+3.
Instant
Target creature you control gains hexproof until end of turn. You gain life equal to that creature's toughness. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
Sorcery
Destroy target artifact. Dredge 1 (If you would draw a card, you may mill a card instead. If you do, return this card from your graveyard to your hand.)
Creature — Phyrexian Warrior
Menace Toxic 2 (Players dealt combat damage by this creature also get two poison counters.)
Sorcery
Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Return target creature card from your graveyard to the battlefield. If this spell was kicked, you gain life equal to that card's mana value. Otherwise, you lose that much life. Exile Sheoldred's Restoration.
Creature — Angel Cleric
Flying When this creature enters, you gain 2 life for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Creature — Pegasus
Flying, vigilance When this creature enters, return target permanent card with mana value 3 or less from your graveyard to your hand. Return that card to the battlefield instead if you control a Mount.
Creature — Angel Warrior
Flying When this creature enters, return target permanent card with mana value 2 or less from your graveyard to the battlefield. Foretell {3}{W} (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 — Spirit
Flying Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Creature — Human Knight
This creature enters with a +1/+1 counter on it plus an additional +1/+1 counter on it for each other creature you control. Plot {1}{W} (You may pay {1}{W} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature — Horse
This creature can't be blocked by red creatures. When this creature enters or becomes the target of a spell or ability an opponent controls, you gain 3 life.
Enchantment — Aura
Enchant creature Enchanted creature has protection from green and from blue.
Artifact — Equipment
If a source would deal damage to equipped creature, prevent 2 of that damage. Equip {1}
Creature — Vedalken Rogue
Flash (You may cast this spell any time you could cast an instant.) Whenever this creature blocks, you get {E} (an energy counter). {T}, Pay {E}{E}{E}: Draw a card.
Instant
Prevent all damage that would be dealt to target creature this turn.
Creature — Human Cleric
{T}: Return target card from an opponent's graveyard to their hand. Prevent all damage that would be dealt to any target this turn by a source of your choice.
Sorcery
Exchange control of two target permanents that share a card type. (Artifact, creature, enchantment, land, and planeswalker are card types.)
Legendary Creature — Demon Spirit
As Shimatsu enters, sacrifice any number of permanents. Shimatsu enters with that many +1/+1 counters on it.
Creature — Elemental
Menace (This creature can't be blocked except by two or more creatures.) Vivid — When this creature enters, each opponent loses X life and you gain X life, where X is the number of colors among permanents you control.
Creature — Wall
Defender (This creature can't attack.) First strike Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Spirit
Flying Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability.
Land
{T}: Add {C}. {1}, {T}: Add one mana of any color.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.) {U}: Return this Aura to its owner's hand.
Enchantment — Aura
Enchant land As this Aura enters, choose a color. Enchanted land is the chosen color. Whenever enchanted land is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchantment Creature — Chimera
Flying At the beginning of your upkeep, return up to one other target enchantment you control to its owner's hand.
Creature — Faerie
Flying, vigilance This creature gets +1/+1 as long as you control an artifact. This creature gets +1/+1 as long as you control an enchantment.
Creature — Spirit
All creatures able to block this creature do so. Channel — {2}{G}{G}, Discard this card: All creatures able to block target creature this turn do so.
Creature — Elemental
Flying This creature enters with a +1/+1 counter on it. {1}{W}, Remove a +1/+1 counter from this creature: Destroy target enchantment.
Creature — Dinosaur
Flying
Artifact — Equipment
Flash When this Equipment enters, attach it to target Knight you control. Equipped creature gets +0/+2 and has vigilance. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Human Soldier
When this creature enters, mill three cards and you gain 3 life. (To mill three cards, put the top three cards of your library into your graveyard.)
Creature — Merfolk Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature — Human Pirate
Raid — When this creature enters, if you attacked this turn, you may draw a card. If you do, discard a card.
Creature — Spirit
When this creature enters, draw a card, then discard a card. Whenever you discard a Spirit card or a card with disturb, put a +1/+1 counter on this creature.
Creature — Halfling Soldier
Vigilance When this creature enters, you may sacrifice a token. When you do, exile target creature an opponent controls until this creature leaves the battlefield.
Legendary Creature — Snake Warrior
At the beginning of your upkeep, sacrifice a Snake. Whenever Shisato deals combat damage to a player, that player skips their next untap step.
Instant
Kicker {4} (You may pay an additional {4} as you cast this spell.) Shivan Fire deals 2 damage to target creature. If this spell was kicked, it deals 4 damage instead.
Land
This land enters tapped. {T}: Add {R} or {G}.
Creature — Beast
Trample When this creature enters, any player may sacrifice a land of their choice. If a player does, put this creature on top of its owner's library.
Legendary Creature — Snake Shaman
At the beginning of each player's upkeep, that player adds {G}{G}{G}. Until end of turn, they don't lose this mana as steps and phases end.
Creature — Kraken
Constellation — Whenever an enchantment you control enters, you may draw a card. If you do, discard a card.
Instant
Shock deals 2 damage to any target.