Inventory last scanned: 4/28/2026, 6:55:04 PM
Creature — Insect
Haste Sacrifice a Goblin: This creature gets +2/+2 and gains trample until end of turn.
Creature — Kor Warrior
Creature — Bird Wizard
Flying Whenever you draw a card, put a +1/+1 counter on this creature.
Instant
Each opponent sacrifices a creature of their choice with flying.
Land — Town
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.) {T}: Add {C}. {2}, {T}: You may play the exiled card without paying its mana cost if you control four or more legendary creatures.
Enchantment — Aura
Enchant creature you control Whenever enchanted creature attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, defending player discards a card at random.
Sorcery
Target creature gains flying until end of turn. Draw a card.
Enchantment — Aura
Enchant creature Enchanted creature has phasing and can't be blocked except by Walls. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)
Creature — Human Ranger
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever one or more +1/+1 counters are put on one or more Humans you control, draw a card. This ability triggers only once each turn.
Legendary Enchantment — Background
Commander creatures you own have "At the beginning of your end step, if a creature card was put into your graveyard from anywhere this turn, create two tapped 1/1 green Squirrel creature tokens."
Artifact Creature — Insect
This creature enters with two +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.
Artifact Creature — Dragon
Flying This creature enters with six +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat. {3}: Put a +1/+1 counter on this creature.
Artifact Creature — Wall
Defender {2}{W}, {T}: Tap target creature.
Artifact Creature — Gnome
Adamant — When this creature enters, if at least three mana of the same color was spent to cast it, draw a card.
Artifact Creature — Gargoyle
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.) As long as you've completed a dungeon, this creature gets +3/+0 and has flying.
Artifact Creature — Shapeshifter
Imprint — When this creature enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library in any order. When this creature dies, turn the exiled card face up. If it's a creature card, put it onto the battlefield under your control.
Instant
As an additional cost to cast this spell, choose a creature you control or a warped creature card you own in exile. Close Encounter deals damage equal to the power of the chosen creature or card to target creature.
Enchantment
Whenever a creature you control becomes blocked, this enchantment deals 1 damage to any target.
Instant
This spell costs {2} less to cast during your end step. Destroy target creature or planeswalker you don't control. Put a +1/+1 counter on up to one target creature you control.
Creature — Sliver
All Slivers have "{2}: Regenerate this permanent."
Enchantment
Whenever another permanent you control becomes the target of a spell or ability an opponent controls, you may return that permanent to its owner's hand.
Creature — Faerie
Flying (This creature can't be blocked except by creatures with flying or reach.) This creature can block only creatures with flying.
Legendary Creature — Avatar
Flying Particle Beam — When Cloud of Darkness enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard.
Creature — Human Scout
Flying When this creature enters, you gain 2 life and draw two cards.
Creature — Moogle
Flying When this creature enters, put a +1/+1 counter on target creature. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Land
{T}: Add {C}. {T}: Add {W} or {U}. This land doesn't untap during your next untap step.
Creature — Bird Mutant
Flying Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Creature — Dinosaur
Mutate {3}{R} (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.) Reach Whenever this creature mutates, you may discard a card. If you do, draw a card.
Land — Locus
This land enters tapped. {T}: Add {C} for each Locus on the battlefield.
Creature — Sphinx
Flying 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.)
Creature — Jellyfish Artificer
Flying As long as you control an artifact, this creature gets +1/+0.
Creature — Faerie Spellshaper
Flying {U}, {T}, Discard a card: Create a 1/1 blue Faerie creature token named Cloud Sprite. It has flying and "This token can block only creatures with flying."
Creature — Human Pilot
Mounts and Vehicles you control get +1/+1. This creature saddles Mounts and crews Vehicles as though its power were 2 greater.
Enchantment
Whenever you cast a multicolored instant or sorcery spell, you may pay {1}. If you do, copy that spell. You may choose new targets for the copy.
Sorcery
Return target creature to its owner's hand. Awaken 3—{4}{U} (If you cast this spell for {4}{U}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Creature — Elemental
When this creature enters, if you cast it from your hand, add {R}{R}{R}.
Creature — Boar Beast
Whenever this creature is dealt damage, it deals that much damage to each player.
Enchantment — Aura
Enchant creature you control Enchanted creature is a Flagbearer. While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
Creature — Human Flagbearer
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
Creature — Human Knight
Flying Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
Creature — Minotaur Berserker
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Trample
Creature — Raccoon
Descend 4 — When this creature enters, if there are four or more permanent cards in your graveyard, return target permanent card from your graveyard to your hand.
Sorcery
You may reveal an Eldrazi card you own from outside the game or choose a face-up Eldrazi card you own in exile. Put that card into your hand.
Creature — Zombie Horse
As an additional cost to cast this spell, exile a creature card from your graveyard. {3}{U}, Exile this card from your graveyard: Draw a card.
Artifact — Equipment
Equipped creature has flying. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Instant — Trap
If a noncreature permanent under your control was destroyed this turn by a spell or ability an opponent controlled, you may pay {G} rather than pay this spell's mana cost. Create four 1/1 green Snake creature tokens.
Enchantment — Aura
Enchant creature you control When this Aura enters, tap enchanted creature and put three pupa counters on this Aura. Enchanted creature doesn't untap during your untap step if this Aura has a pupa counter on it. At the beginning of your upkeep, remove a pupa counter from this Aura. If you can't, sacrifice it, put a +1/+1 counter on enchanted creature, and that creature gains flying.
Creature — Dog
When this creature enters, look at the top two cards of your library. Put one into your hand and the other into your graveyard. Warp {2}{U} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature — Human Cleric
Vigilance When this creature enters, if it was the second spell you cast this turn, put a +1/+1 counter on target creature.
Enchantment — Aura
Enchant creature You control enchanted creature. Enchanted creature has base power and toughness 1/1, has deathtouch, and is an Assassin in addition to its other types.
Sorcery
Target opponent reveals their hand. You choose a card from it. That player discards that card.
Creature — Cat Beast
{1}{W}, {T}: Tap target nonenchantment creature.
Creature — Zombie
Sacrifice two lands: Return this card from your graveyard to the battlefield. Activate only during your upkeep and only if you control a Swamp.
Artifact Creature — Construct
Reach {2}, {T}: Put target card from a graveyard on the bottom of its owner's library.
Artifact Creature — Assembly-Worker
{7}: Create a token that's a copy of target artifact. That token gains haste. Exile it at the beginning of the next end step.
Artifact
When this artifact enters, create a 1/1 colorless Servo artifact creature token. {1}{W}, Sacrifice this artifact: Create a 1/1 colorless Servo artifact creature token.
Creature — Snake Ninja
Ninjutsu {1}{G} ({1}{G}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, put a +1/+1 counter on target creature you control that doesn't have a +1/+1 counter on it.