Inventory last scanned: 5/4/2026, 6:51:28 PM
Artifact
{T}: Add {B}, {G}, or {U}. {B}{G}{U}, {T}, Sacrifice this artifact: Draw a card.
Creature — Zombie Snake Druid
Deathtouch {1}: Add {B}, {G}, or {U}. Activate only once each turn.
Creature — Zombie Warrior
When this creature dies, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Creature — Snake Shaman
Whenever a creature you control with toughness 4 or greater dies, you gain 4 life.
Creature — Bird Warrior
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Flying
Creature — Yeti
Reach When this creature enters, target creature can't block this turn.
Creature — Elemental Soldier
When this creature dies, draw a card.
Sorcery
You may mill three cards. Then return a creature card from your graveyard to the battlefield. (To mill a card, put the top card of your library into your graveyard.)
Enchantment Creature — Saga Demon
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II — You may discard a card. If you do, draw a card. III, IV — Add {R}.
Enchantment Creature — Saga Harpy
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls. II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn. Flying
Instant
Counter target creature spell. Create a 2/2 blue Illusion creature token.
Conspiracy
Double agenda (Start the game with this conspiracy face down in the command zone and secretly choose two different card names. You may turn this conspiracy face up any time and reveal those names.) Whenever you cast a creature spell with one of the chosen names, you may search your library for a creature card with the other chosen name, reveal it, put it into your hand, then shuffle.
Creature — Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.)
Creature — Human Warrior Ally
Firebending X, where X is the number of creatures you control. (Whenever this creature attacks, add X {R}. This mana lasts until end of combat.) {5}: Create a 1/1 white Ally creature token.
Creature — Human Cleric
Kicker {1}{W} (You may pay an additional {1}{W} as you cast this spell.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, if it was kicked, return target nonland permanent card with mana value 2 or less from your graveyard to the battlefield.
Creature — Dinosaur
When this creature enters, you may search your library and/or graveyard for a card named Huatli, Dinosaur Knight, reveal it, then put it into your hand. If you searched your library this way, shuffle.
Land
This land enters tapped. {T}: Add {R} or {W}. {4}, {T}, Sacrifice this land: Draw a card.
Creature — Dinosaur
Trample {2}{R}: This creature gets +3/+0 until end of turn.
Creature — Dinosaur
Flying This creature has vigilance as long as you control another Dinosaur.
Creature — Treefolk Cleric
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.) Vigilance
Creature — Lizard
Domain — {3}{G}: Until end of turn, this creature gets +1/+1 for each basic land type among lands you control. Activate only once each turn.
Creature — Elf Warrior
This creature gets +1/+1 as long as you control a Plains. {4}{W}: Creatures you control get +1/+1 until end of turn.
Enchantment Creature — Human Samurai
Vigilance (Attacking doesn't cause this creature to tap.) Channel — {2}, Discard this card: Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. You gain 2 life.
Artifact Creature — Construct
Sunburst (This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.) {4}, {T}, Remove a +1/+1 counter from this creature: Destroy target creature. {2}, Remove a +1/+1 counter from this creature: Return this creature to its owner's hand.
Creature — Giant Shaman
This creature can't be blocked by more than one creature. Whenever this creature deals combat damage to a player, destroy target artifact or enchantment that player controls.
Sorcery
Choose one — • Destroy target nontoken artifact or enchantment an opponent controls. Incubate 2. (Create an Incubator token with two +1/+1 counters on it and "{2}: Transform this token." It transforms into a 0/0 Phyrexian artifact creature.) • Incubate 2, then transform an Incubator token you control.
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.) Destroy target artifact or enchantment.
Legendary Artifact Creature — Construct
Artifact — Equipment
Equipped creature gets +1/+0 and has "Whenever this creature attacks, you may sacrifice Sunfire Torch. When you do, this creature deals 2 damage to any target." Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact
You may spend white mana as though it were red mana.
Instant
Destroy target creature with toughness 4 or greater.
Creature — Pegasus
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Enchantment
At the beginning of your upkeep, sacrifice this enchantment unless you pay {U}{U}. Blue creatures get +1/+1.
Enchantment — Aura
Enchant land Enchanted land has "{T}: Counter target spell unless its controller pays {1}."
Enchantment
At the beginning of each player's upkeep, that player returns a creature they control to its owner's hand.
Creature — Pegasus
Flying {1}{W}: This creature gains vigilance and lifelink until end of turn. (Attacking doesn't cause it to tap. Damage dealt by it also causes you to gain that much life.)
Creature — Human Knight
Trample, haste If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, put a +1/+1 counter on target creature you control.
Creature — Human Wizard
{G}, {T}: Target creature gets +1/+1 until end of turn. {U}, {T}: Put target creature you control on top of its owner's library.
Artifact
This artifact enters with three brick counters on it. {2}, {T}, Remove a brick counter from this artifact: Draw a card. {2}, {T}: Scry 1.
Creature — Cat Soldier
As long as this creature is equipped, it has first strike and lifelink. (It deals combat damage before creatures without first strike. Damage dealt by it also causes you to gain that much life.)
Creature — Human Soldier
When this creature enters, if you control two or more Gates, create a 2/2 white Knight creature token with vigilance.
Enchantment
Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment. Remove three quest counters from this enchantment and sacrifice it: You gain 8 life.
Creature — Human Knight
When this creature enters, if an opponent controls more lands than you, create a Lander token. (It's an artifact with "{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.") Landfall — Whenever a land you control enters, this creature gets +1/+0 until end of turn.
Creature — Human Artificer
Whenever you cast your second spell each turn, put a +1/+1 counter on this creature and draw a card.
Creature — Human Soldier
This creature doesn't untap during your untap step. Whenever another creature enters, untap this creature. {T}: Tap target creature with mana value 3 or less.
Artifact Creature — Myr
Sunburst (This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.)
Creature — Human Rogue Villain
Trample Whenever you cast a spell with mana value 4 or greater, you may exile the top card of your library. If you do, you may play that card until you exile another card with this creature.
Enchantment — Aura
This spell has flash as long as you control a Spirit. When you cast this spell, tap up to two target creatures you don't control. Enchant creature you control Enchanted creature gets +1/+2.
Sorcery
Target player exiles all cards from their hand face down. At the beginning of the end step of that player's next turn, that player returns those cards to their hand.
Creature — Elemental
Flying Champion an Elemental (When this enters, sacrifice it unless you exile another Elemental you control. When this leaves the battlefield, that card returns to the battlefield.)
Creature — Human Wizard
Tap five untapped Wizards you control: Search target player's library for up to five cards and exile them. Then that player shuffles.
Instant
Choose one — • Counter target spell unless its controller pays {3}. • Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Creature — Human Assassin
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever this creature attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)
Creature — Human Wizard
This creature can't be the target of red spells or abilities from red sources. {T}: This creature deals 1 damage to any target.
Instant
Target creature gets +3/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Creature — Merfolk Rogue
Tap another untapped Rogue you control: This creature can't be blocked this turn. Whenever this creature deals combat damage to a player, draw a card.
Artifact
This artifact enters with six charge counters on it. {1}, {T}, Remove a charge counter from this artifact: Put a charge counter on target artifact.
Artifact
{1}, Sacrifice this artifact: Draw a card. {2}{U}, Sacrifice this artifact: Return target creature to its owner's hand. Draw a card. Activate only as a sorcery.