Inventory last scanned: 4/27/2026, 2:29:16 AM
Creature — Dog
Vigilance (Attacking doesn't cause this creature to tap.)
Instant
As an additional cost to cast this spell, sacrifice a creature. Draw two cards.
Sorcery
Draw three cards, then put a card from your hand on the bottom of your library.
Legendary Creature — Merfolk Wizard
{3}: Target player mills three cards.
Legendary Creature — Dwarf Cleric
Haste Whenever Amber Gristle O'Maul attacks, you may discard your hand. If you do, draw a card for each player being attacked. Choose a Background (You can have a Background as a second commander.)
Artifact
You may choose not to untap this artifact during your untap step. {4}, {T}: Tap target artifact, creature, or land. That permanent doesn't untap during its controller's untap step for as long as this artifact remains tapped.
Sorcery
You draw three cards and you lose 3 life.
Creature — Aetherborn Artificer
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Instant
Creatures you control get +2/+0 until end of turn. If you control a modified creature, draw a card. (Equipment, Auras you control, and counters are modifications.)
Artifact Creature — Phyrexian Construct
When this creature enters, you may pay 2 life. When you do, target creature gets -1/-1 until end of turn.
Instant
Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to target creature an opponent controls.
Creature — Orc Shaman
Whenever this creature or another creature you control enters, that creature gets +2/+2 until end of turn. Dash {3}{B} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Creature — Insect
Flash When this creature enters, target creature an opponent controls gets -2/-2 until end of turn.
Creature — Wolf
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, exile up to one target card from a graveyard.
Enchantment
{1}, Discard a card at random: Put a +1/+1 counter on target creature.
Artifact — Equipment
Equipped creature gets +3/+0 and is every creature type. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Salamander Wizard
{2}{U}: Target creature can't be blocked this turn.
Creature — Elemental
At the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature card. Until your next turn, this creature's base power becomes twice that card's power and its base toughness becomes twice that card's toughness. Put the revealed cards on the bottom of your library in a random order.
Land
{T}: Add {C}. {1}, {T}: Add {G}. {2}, {T}: Add {R} or {W}.
Creature — Minotaur Shaman
Minotaur creatures get +1/+0.
Sorcery
As an additional cost to cast this spell, you may collect evidence 8. (Exile cards with total mana value 8 or greater from your graveyard.) Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.
Creature — Human Wizard
When this creature enters, you may return target sorcery card from your graveyard to your hand.
Sorcery
Destroy all white permanents.
Legendary Enchantment Creature — Demigod
Anax's power is equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This token can't block." If the creature had power 4 or greater, create two of those tokens instead.
Instant
Target creature gets +2/+0 and gains first strike until end of turn. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Sorcery
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard. Draw a card.
Artifact — Equipment
When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it. Equipped creature gets +1/+1. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Whenever a Samurai or Warrior you control attacks alone, you may pay {1}. When you do, attach this Equipment to it. Equipped creature gets +2/+1. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
Sorcery
Draw three cards, then discard a card.
Sorcery
Suspend 4—{U} (Rather than cast this card from your hand, pay {U} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Target player draws three cards.
Sorcery
Put target creature on top of its owner's library. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Artifact — Food
When this artifact enters, destroy target creature. {2}, {T}, Sacrifice this artifact: You gain 3 life.
Land
As this land enters, you may reveal a Giant card from your hand. If you don't, this land enters tapped. {T}: Add {R} or {W}.
Instant
Put a +1/+1 counter on target creature you control if it's legendary. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
Sorcery
You draw three cards and you lose 3 life.
Instant
Destroy target artifact. Flashback {G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Dragon
Flying {R}: This creature deals 1 damage to target creature defending player controls. Activate only if this creature is attacking.
Creature — Hydra
Fading 5 (This creature enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) {1}, Remove a fade counter from this creature: It deals 1 damage to any target.
Creature — Spider
First strike; reach (This creature can block creatures with flying.)
Creature — Angel
Flying When this creature enters, exile target player's graveyard.
Creature — Angel
Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
Creature — Angel
Flying When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
Creature — Angel
Flying Cycling {2} ({2}, Discard this card: Draw a card.)
Artifact
Whenever a player casts a white spell, you may gain 1 life.
Artifact
Whenever a creature you control enters, you may have this artifact become a 3/3 white Angel artifact creature with flying until end of turn.
Creature — Human Cleric
When this creature enters, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Artifact — Equipment
Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, you may tap target creature.
Creature — Angel Ally
Flying Whenever this creature attacks, it gets +1/+1 until end of turn for each other attacking Ally.
Instant
Target creature or planeswalker you control gains protection from colorless or from the color of your choice until end of turn. If it's a creature, put a +1/+1 counter on it. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything with that quality.)
Creature — Angel Advisor
Affinity for Citizens (This spell costs {1} less to cast for each Citizen you control.) Flying
Creature — Angel Spirit
Flying {T}: Target attacking or blocking creature gets +1/+1 until end of turn.
Sorcery
As an additional cost to cast this spell, sacrifice a permanent. Exile target artifact, creature, or enchantment.
Creature — Drake
Flying When this creature enters, you may return target creature to its owner's hand.