Inventory last scanned: 4/28/2026, 6:55:04 PM
Creature — Insect Worm
Coiling Woodworm's power is equal to the number of Forests on the battlefield.
Creature — Turtle
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Enchantment
When this enchantment enters, exile the top seven cards of your library face down. You may look at the cards exiled with this enchantment, and you may play lands and cast spells from among those cards. Skip your draw step. You can't cast more than one spell each turn.
Creature — Beast
Trample When this creature enters, choose one — • Destroy target artifact or enchantment. • Draw a card.
Enchantment
Domain — At the beginning of each player's upkeep, that player gains 1 life for each basic land type among lands they control. Then this enchantment deals 3 damage to that player.
Sorcery
Exile the top six cards of your library. You may cast up to two sorcery spells with mana value 3 or less from among them without paying their mana costs. Put the exiled cards not cast this way on the bottom of your library in a random order.
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +6/+6 and has trample. Equip {3}{G}{G}
Creature — Dinosaur
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Instant
Kicker {R} (You may pay an additional {R} as you cast this spell.) Target creature gets +3/+3 until end of turn. If this spell was kicked, instead that creature gets +4/+4 and gains trample and haste until end of turn.
Creature — Whale
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever this creature attacks, you may exile target creature defending player controls until this creature leaves the battlefield. (That creature returns under its owner's control.)
Artifact Creature — Golem
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) This creature doesn't untap during your untap step. {9}: Untap this creature. Activate only during your upkeep.
Creature — Bird Cleric
Flying At the beginning of combat on your turn, target creature you control gets +1/+0 and gains vigilance until end of turn.
Artifact
Creature tokens you control have flying. {2}{G}{U}, {T}, Sacrifice a token: Create a 4/4 green Beast creature token. Activate only as a sorcery.
Legendary Creature — Human Assassin
Whenever Combustion Man attacks, destroy target permanent unless its controller has Combustion Man deal damage to them equal to his power.
Creature — Insect Horror
Lifelink Whenever this creature attacks, you may sacrifice another creature or artifact. If you do, this creature gets +2/+0 until end of turn.
Land
This land enters tapped. When this land enters, sacrifice it unless you tap an untapped permanent you control. {T}: Add one mana of any color.
Enchantment — Aura
Enchant creature Enchanted creature has "At the beginning of your upkeep, create a 1/1 white Human creature token."
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has first strike and "Whenever this creature deals combat damage to a player, create a 1/1 white Human Soldier creature token."
Instant
Prevent all combat damage that would be dealt to players this turn.
Instant
Put a +1/+1 counter on target creature. Put a +1/+1 counter on target creature.
Enchantment
Nonartifact creatures get +2/+2 as long as they all share a color.
Sorcery
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. You gain 3 life.
Instant
Surge {2}{U} (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) Target player draws two cards.
Artifact Creature — Gnome
When this creature enters, you may search your library for a basic land card or Cave card, reveal it, then shuffle and put that card on top.
Creature — Human Cleric Ally
Whenever this creature becomes tapped, you gain 1 life and scry 1. (Look at the top card of your library. You may put it on the bottom.)
Sorcery
Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
Instant
Return target nonland permanent to its owner's hand. Then that player discards a card if you control a Zombie.
Instant
Target creature you control gets +2/+2 until end of turn. If that creature has toxic, draw a card.
Creature — Homunculus
If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, you may tap or untap target nonland permanent.
Enchantment
{1}{U}, Discard a card: Draw a card. {1}{U}, Sacrifice this enchantment: Draw a card.
Artifact — Equipment
Equipped creature gets +3/+0. Disguise {2}{R} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When this Equipment is turned face up, attach it to target creature you control. Equip {1}{R}
Sorcery
Draw three cards.
Instant
Counter target noncreature spell unless its controller pays {1} plus an additional {1} for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Creature — Centaur Knight
Vigilance When this creature dies, create two 2/2 green and white Elf Knight creature tokens with vigilance.
Creature — Elf Cleric
{G}, {T}: Creatures you control gain trample until end of turn. {5}{W}, {T}: Create a 2/2 green and white Elf Knight creature token with vigilance.
Creature — Dryad
When this creature enters, you may destroy target artifact or enchantment.
Creature — Human Soldier
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.) When this creature enters, you gain 1 life for each creature you control.
Creature — Pegasus
Flying
Instant
Conduct Electricity deals 6 damage to target creature and 2 damage to up to one target creature token.
Artifact — Equipment
When this Equipment enters, manifest dread, then attach this Equipment to that creature. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) Equipped creature gets +2/+1. Equip {4}
Creature — Goblin Warrior
When this creature enters, you get {E}{E} (two energy counters). At the beginning of combat on your turn, you may pay {E}. If you do, another target creature you control gets +1/+0 and gains haste until end of turn.
Creature — Human Cleric
Whenever a player discards a card, you may gain 1 life.
Enchantment — Aura
Enchant permanent You control enchanted permanent.
Sorcery
Conflagrate deals X damage divided as you choose among any number of targets. Flashback—{R}{R}, Discard X cards. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Search your library for a white card, a blue card, a black card, a red card, and a green card. Reveal those cards, put them into your hand, then shuffle.
Sorcery — Lesson
Choose one — • Return target planeswalker card with mana value X or less from your graveyard to the battlefield. • Remove twice X loyalty counters from target planeswalker an opponent controls.
Enchantment
At the beginning of your upkeep, you may exchange control of this enchantment and target permanent you neither own nor control.
Enchantment — Aura
Enchant land You control enchanted land.
Sorcery
Kicker {6} (You may pay an additional {6} as you cast this spell.) Create six 1/1 white Kor Soldier creature tokens. If this spell was kicked, create twelve of those tokens instead.
Creature — Giant Soldier
Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.) Whenever one or more +1/+1 counters are put on this creature, exile up to one other target nonland permanent until this creature leaves the battlefield.
Creature — Snake Wizard
When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Renew — {2}{U}, Exile this card from your graveyard: Tap target creature an opponent controls and put a stun counter on it. Activate only as a sorcery.
Creature — Dwarf Soldier
When this creature enters, you get {E}{E} (two energy counters). Whenever this creature attacks, you may pay {E}. If you do, another target attacking creature gains indestructible until end of turn.
Enchantment
When this enchantment enters, exile all artifacts your opponents control until this enchantment leaves the battlefield.
Artifact Creature — Wall
Defender Reach (This creature can block creatures with flying.)
Enchantment
When this enchantment enters, you get {E}{E}{E}{E} (four energy counters). Pay {E}{E}: Prevent all damage that would be dealt to you this turn by a source of your choice.