Inventory last scanned: 4/28/2026, 6:55:04 PM
Creature — Skeleton
{2}{B}{B}: Exile this card and target creature unless that creature's controller pays {2}. Activate only if this card is in your graveyard.
Artifact — Food
When this artifact enters and when you sacrifice it, create a 1/1 white Rabbit creature token and scry 1. (Look at the top card of your library. You may put that card on the bottom.) {2}, {T}, Sacrifice this artifact: You gain 3 life.
Artifact Creature — Gnome
When this creature enters, create a Map token. (It's an artifact with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, you may have enchanted creature fight target creature an opponent controls. (Each deals damage equal to its power to the other.) Enchanted creature gets +1/+1 and has trample.
Creature — Spirit
Defender (This creature can't attack.) When this creature enters, draw a card.
Creature — Merfolk Wizard
When this creature enters, scry X, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Enchantment — Case
When this Case enters, it deals 3 damage to target creature an opponent controls. To solve — Three or more sources you controlled dealt damage this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Exile the top three cards of your library. Choose one of them. You may play that card this turn.
Enchantment — Case
When this Case enters, choose target creature you don't control. Each creature you control deals 1 damage to that creature. To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.) Solved — Creatures you control get +1/+0.
Enchantment — Case
Whenever a Detective you control enters or is turned face up, put a +1/+1 counter on it. To solve — You control three or more Detectives. (If unsolved, solve at the beginning of your end step.) Solved — If one or more tokens would be created under your control, those tokens plus a Clue token are created instead. (It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Enchantment — Case
Instant and sorcery spells you cast cost {1} less to cast. To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast an instant or sorcery spell, draw a card.
Enchantment — Case
When this Case enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle. To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.
Enchantment — Case
When this Case enters, distribute two +1/+1 counters among one or two target creatures you control. To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Instant
Draw two cards, then look at the top card of each player's library.
Instant
Destroy target nonlegendary creature.
Sorcery
Target opponent reveals their hand. You choose a nonland card from it and exile that card.
Enchantment — Aura
Enchant creature When enchanted creature dies, draw three cards, then discard one of them.
Land
{T}: Add {C}. {1}, {T}: Add {B}. {2}, {T}: Add {U} or {R}.
Creature — Fish Crocodile
Lifelink When this creature enters, it deals damage equal to the number of Swamps you control to any target.
Creature — Cat Bird
Flying Whenever this creature attacks, untap target artifact or creature.
Artifact Creature — Construct
Vigilance When this creature enters, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.
Instant
Draw two cards, then discard a card.
Creature — Elemental
Sacrifice this creature: Add {R}{R}.
Creature — Horror Mercenary
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) {5}, {T}: Search your library for a Mercenary permanent card with mana value 5 or less, put it onto the battlefield, then shuffle.
Creature — Goblin Shaman
Goblins you control and Elementals you control have menace. (They can't be blocked except by two or more creatures.)
Creature — Human Soldier
Flash {1}, Sacrifice this creature: Destroy target artifact or enchantment.
Creature — Dog
Whenever you cast a noncreature spell, this creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Artifact — Equipment
Equipped creature gets +0/+3 and has vigilance. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Human Wizard
{T}: Target player mills a card.
Sorcery
The owner of target artifact or enchantment an opponent controls shuffles it into their library. You may shuffle up to four target cards from your graveyard into your library.
Sorcery
As an additional cost to cast this spell, discard two cards. Draw three cards.
Artifact Creature — Phyrexian Wall
({W/P} can be paid with either {W} or 2 life.) Defender When this creature dies during combat, it deals 6 damage to each creature it blocked this combat.
Creature — Human Cleric
When this creature enters, you gain 3 life.
Artifact Creature — Construct
When this creature dies, add {C}{C}{C}.
Legendary Creature — Human Archer
First strike, reach Whenever Catti-brie attacks, put a +1/+1 counter on it for each Equipment attached to it. {1}, Remove all +1/+1 counters from Catti-brie: It deals X damage to target attacking or blocking creature an opponent controls, where X is the number of counters removed this way.
Instant
This spell can't be countered. (This includes by the ward ability.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Suspect it. (It has menace and can't block.)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. When a Vehicle you control attacks, exile enchanted creature.
Instant
Spree (Choose one or more additional costs.) + {1} — Caught in the Crossfire deals 2 damage to each outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) + {1} — Caught in the Crossfire deals 2 damage to each non-outlaw creature.
Sorcery
Adamant — If at least three black mana was spent to cast this spell, mill four cards. You may choose a creature card in your graveyard. If you do, return it to the battlefield with an additional +1/+1 counter on it.
Creature — Insect
Landfall — Whenever a land you control enters, you may have target creature get -1/-1 until end of turn.
Instant
As an additional cost to cast this spell, behold a Dragon or pay {1}. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.) Target creature gets -3/-3 until end of turn.
Sorcery
Exile target land.
Enchantment — Aura
Enchant land Enchanted land has "{T}: Target player loses 3 life."
Creature — Elf Survivor
Survival — At the beginning of your second main phase, if this creature is tapped, you gain 2 life.
Creature — Human Knight
When this creature enters, target creature gets +2/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Creature — Pegasus
Flying Whenever this creature attacks, each attacking Human gains flying until end of turn.
Creature — Cat
Whenever this creature becomes blocked by a creature, this creature gets +1/+1 until end of turn.
Land
{T}: Add {C}. {1}, {T}: Add one mana of any color. {4}, {T}, Sacrifice this land: Put two +1/+1 counters on target creature. Activate only as a sorcery.
Creature — Dinosaur
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) {3}{G}: This creature can't be blocked by creatures with power 2 or less this turn.
Creature — Nightmare
Mutate {3}{B} (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.) Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature mutates, each opponent discards a card.
Creature — Elf Druid
Alliance — Whenever another creature you control enters, put a +1/+1 counter on this creature.
Enchantment Creature — Archon
Bestow {5}{W}{W} (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, first strike Enchanted creature gets +4/+4 and has flying and first strike.
Enchantment
Lands you control are Plains. Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.
Creature — Human Cleric
{1}{W}, {T}: Tap target creature. Activate only if you control a creature with flying.