Inventory last scanned: 4/29/2026, 6:53:25 PM
Creature — Vampire
Lifelink {1}{B}: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on this creature, it gains menace until end of turn.
Instant
Surveil 1, then draw a card. (To surveil 1, look at the top card of your library. You may put it into your graveyard.) Flashback {3}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Enchantment Creature — Minotaur Shaman
At the beginning of your end step, you may pay {2}{R} and sacrifice a nonland permanent. If you do, reveal cards from the top of your library until you reveal a nonland permanent card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Creature — Human Wizard
Menace Whenever this creature deals combat damage to a player, that player discards that many cards. Eternalize {4}{B}{B} ({4}{B}{B}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Wizard with no mana cost. Eternalize only as a sorcery.)
Creature — Elemental Bird
Mutate {3}{U} (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.) Flying Whenever this creature mutates, draw a card.
Creature — Phyrexian Beast
{T}, Sacrifice an artifact or creature: Each opponent loses 1 life and you gain 1 life.
Sorcery
Destroy X target nonblack creatures. Draw X cards.
Creature — Elf Druid
When this creature enters, create two 1/1 green Squirrel creature tokens. {3}{B}: Squirrels you control get +1/+0 and gain menace until end of turn.
Creature — Wall
Defender (This creature can't attack.) Drift of the Dead's power and toughness are each equal to the number of snow lands you control.
Creature — Djinn
Flying At the beginning of your upkeep, sacrifice this creature unless you pay {1}{U}. Cycling {2} ({2}, Discard this card: Draw a card.)
Land
This land enters tapped. {T}: Add {W}. Cycling {2} ({2}, Discard this card: Draw a card.)
Sorcery
Spectacle {B} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) Target player reveals their hand. You choose a nonland card from it. That player discards that card.
Instant
Choose one — • Put five charge counters on target Spacecraft or Planet you control. • Destroy target artifact.
Creature — Zubera Spirit
When this creature dies, create a 1/1 colorless Spirit creature token for each Zubera that died this turn.
Creature — Vampire
When this creature dies, return target creature card with mana value 2 or less from your graveyard to the battlefield.
Creature — Drix Wizard
When this creature enters, put a +1/+1 counter on target creature. Each creature you control with a +1/+1 counter on it has trample. Warp {1}{G} (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 — Spirit Soldier
Flying Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
Land — Lair
When this land enters, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {W}, {U}, or {B}.
Creature — Human Soldier
First strike Whenever this creature attacks, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Artifact
{T}: Add {G} or {W}. {4}{G}{W}: This artifact becomes a 4/4 green and white Dragon artifact creature with flying until end of turn.
Creature — Ogre
Whenever a player casts an artifact spell, that player gains control of this creature. (This effect lasts indefinitely.)
Creature — Zombie Crocodile
Creature — Horror
Protection from white At the beginning of your end step, you lose 4 life. Whenever a creature dies, you gain 2 life.
Creature — Phyrexian Insect Horror
Sacrifice a creature: This creature gains flying until end of turn.
Artifact Creature — Phyrexian Dog
{2}{B}: This creature gets +1/+1 until end of turn.
Artifact Creature — Scorpion
Whenever this creature or another artifact creature dies, you may untap target artifact.
Artifact
{1}, Sacrifice this artifact: Draw a card. {2}{B}, Sacrifice this artifact: Return target creature card from your graveyard to your hand. Draw a card. Activate only as a sorcery.
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 +1/+1. Whenever equipped creature attacks, each opponent loses 1 life. Equip {2}
Creature — Elf
Hexproof Drove of Elves's power and toughness are each equal to the number of green permanents you control.
Creature — Bear Mount
Whenever this creature attacks while saddled, creatures you control gain trample until end of turn. Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Sorcery
Choose target creature. Mill four cards, then that creature gets -1/-1 until end of turn for each land card in your graveyard.
Creature — Zombie Horror
When this creature enters, target player mills three cards. (They put the top three cards of their library into their graveyard.) {2}{U}: This creature can't be blocked this turn.
Creature — Eldrazi Crab
Flash (You may cast this spell any time you could cast an instant.) Emerge {7}{U} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) This creature has hexproof as long as it entered this turn.
Creature — Eldrazi Trilobite
Vigilance When you cast or cycle Drownyard Lurker, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add {C}." Cycling {2}{U} ({2}{U}, Discard this card: Draw a card.)
Creature — Dinosaur
Defender (This creature can't attack.) As long as you control a creature with power 4 or greater, this creature can attack as though it didn't have defender.
Creature — Skeleton
Flash (You may cast this spell any time you could cast an instant.) {B}: Regenerate this creature.
Creature — Skeleton Warrior
{3}: Tap this creature. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature — Skeleton
{B}: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Enchantment
{B}, Exile two creature cards from your graveyard: Create a 1/1 black Skeleton creature token. It has "{B}: Regenerate this token." When this enchantment leaves the battlefield, destroy all Skeleton tokens. They can't be regenerated.
Creature — Human Druid
{G}, {T}, Sacrifice this creature: Destroy target enchantment.
Creature — Rabbit Druid
As long as you control a token, this creature gets +2/+0 and has trample.
Creature — Bear
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, each of those creatures gets +2/+2.
Creature — Zombie
When this creature enters, create a 2/2 black Zombie creature token. {2}{B}: Target Zombie gains deathtouch until end of turn.
Sorcery
Dry Spell deals 1 damage to each creature and each player.
Creature — Dryad
{T}: Look at the top card of your library. If it's a land card, you may reveal it and put it into your hand.
Creature — Dryad Soldier
({G/W} can be paid with either {G} or {W}.) If an instant or sorcery card would be put into a graveyard from anywhere, exile it instead.
Enchantment — Aura
Enchant creature Enchanted creature has forestwalk. (It can't be blocked as long as defending player controls a Forest.)
Enchantment — Aura
Enchant creature Enchanted creature has "{R}, {T}: Copy target instant or sorcery spell you control. You may choose new targets for the copy."
Enchantment
Whenever a nontoken creature enters, its controller creates a token that's a copy of that creature. Whenever a nontoken creature leaves the battlefield, exile all tokens with the same name as that creature. When this enchantment leaves the battlefield, exile all tokens created with this enchantment.
Instant
Dual Shot deals 1 damage to each of up to two target creatures.
Creature — Human Soldier
Double strike {5}: Creatures you control get +1/+1 until end of turn.
Instant
Target creature you control gains double strike until end of turn. If it has a +1/+1 counter on it, draw a card.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has first strike, and is a Knight in addition to its other types. (It deals combat damage before creatures without first strike.)
Sorcery
Look at the top ten cards of your library, exile up to two creature cards from among them, then shuffle. Target opponent may choose one of the exiled cards and put it onto the battlefield under their control. Put the rest onto the battlefield under your control.
Artifact — Food
Flash When this artifact enters, up to one target creature gets -3/-3 until end of turn. {2}, {T}, Sacrifice this artifact: You gain 3 life. {2}, {T}, Sacrifice this artifact: Target opponent loses 3 life.
Enchantment — Aura
Enchant creature When this Aura enters, target creature you control other than enchanted creature gets +2/+2 and gains vigilance until end of turn. Enchanted creature gets +2/+2 and has vigilance.
Instant
Coven — Choose target creature you control and target creature you don't control. If you control three or more creatures with different powers, put a +1/+1 counter on the chosen creature you control. Then the chosen creatures fight each other. (Each deals damage equal to its power to the other.)
Creature — Human Soldier
First strike Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, target creature you control gains double strike until end of turn.