Inventory last scanned: 4/29/2026, 6:53:25 PM
Instant
Destroy target creature with mana value 2 or less. Cycling {2} ({2}, Discard this card: Draw a card.)
Instant
Exile target creature or planeswalker. Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Sorcery
As an additional cost to cast this spell, sacrifice a creature or pay {3}{B}. Exile target creature or planeswalker.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Instant
Destroy target creature with flying and all Equipment attached to that creature.
Creature — Demon
Flying {B}, Sacrifice another creature: Regenerate this creature. {2}{B}, Sacrifice two other creatures: Destroy target creature.
Creature — Drake
Flying Whenever a player casts a spell, you lose 1 life.
Instant
Choose one — • Target opponent loses 1 life and you gain 1 life. • Exile up to three target cards from a single graveyard. • Target creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
Creature — Tiefling Wizard
Flying When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.) At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.
Artifact
{4}, {T}: An opponent chooses target creature they control. Create a token that's a copy of that creature. That token gains haste until end of turn. Exile the token at the beginning of the next end step. Activate only as a sorcery.
Artifact — Equipment
Equipped creature can block an additional creature each combat. Equip {1}
Creature — Bird Rogue
Flying When this creature enters, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Creature — Human Wizard
Level up {1}{U} ({1}{U}: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 2/4 {U}{U}, {T}: Copy target instant or sorcery spell. You may choose new targets for the copy. LEVEL 4+ 2/5 {U}{U}, {T}: Copy target instant or sorcery spell twice. You may choose new targets for the copies.
Creature — Human Wizard
Morph {2}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When this creature is turned face up, return target creature to its owner's hand.
Creature — Vampire Spirit
Descend 4 — As long as there are four or more permanent cards in your graveyard, this creature gets +1/+1 and has lifelink.
Enchantment
{2}{W}: Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Instant
Destroy target enchantment and all other enchantments with the same name as that enchantment.
Instant
Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn.
Sorcery
Return target creature card and all other cards with the same name as that card from your graveyard to your hand.
Creature — Elf Scout
When this creature enters, look at the top four cards of your library. You may reveal an Elf, Swamp, or Forest card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Kithkin Scout
When this creature enters, look at the top four cards of your library. You may reveal a Kithkin, Forest, or Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Merfolk Scout
When this creature enters, look at the top four cards of your library. You may reveal a Merfolk, Plains, or Island card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Land
As this land enters, choose Elemental, Elf, Faerie, Giant, Goblin, Kithkin, Merfolk, or Treefolk. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a spell of the chosen type or activate an ability of a source of the chosen type.
Artifact
When this artifact enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle. {2}, {T}, Sacrifice this artifact: Put a +1/+1 counter on target creature. Activate only as a sorcery.
Creature — Bird
Flying 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 flying until end of turn.
Artifact Creature — Robot Scout
Reach When this creature dies, each player creates a Lander token. (It's an artifact with "{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Enchantment — Aura
Enchant creature As long as enchanted creature is white, it gets +1/+2. As long as enchanted creature is black, it gets +2/+1.
Creature — Human Peasant
Whenever you cast a creature spell that has an Adventure, draw a card. (It doesn't need to have gone on the adventure first.)
Sorcery — Arcane
Search your library for an Arcane card, reveal that card, put it into your hand, then shuffle.
Creature — Spirit Cleric
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.) {4}{B}, Exile this card from your graveyard: Return another target creature card from your graveyard to your hand.
Creature — Efreet Shaman
Double strike Whenever this creature deals combat damage to a player, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Enchantment Creature — Spirit
First strike Loyalty abilities of planeswalkers your opponents control cost {1} more to activate.
Enchantment Creature — Spirit
{6}{U}, Sacrifice this creature: Draw three cards.
Enchantment Creature — Human Samurai
Whenever a Samurai or Warrior you control attacks alone, it gets +1/+1 until end of turn.
Creature — Human Soldier
Flying At the beginning of your upkeep, return a white creature you control to its owner's hand.
Creature — Cyclops
If a creature you control attacks, this creature also attacks if able.
Creature — Goblin Warlock
When this creature enters, create a 1/1 black and red Goblin creature token.
Creature — Elf Cleric Druid
{3}{G}, {T}: You may tap or untap target artifact, creature, or land.
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has flying. Whenever enchanted creature deals damage to a player, that player discards two cards.
Creature — Spirit
Whenever you cast a Spirit or Arcane spell, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest on the bottom of your library in any order. Soulshift 2 (When this creature dies, you may return target Spirit card with mana value 2 or less from your graveyard to your hand.)
Creature — Human Advisor
{3}{G}: Target creature gets +X/+X until end of turn, where X is the number of creatures you control.
Creature — Elf Cleric
When this creature enters, each opponent discards a card.
Creature — Elf Warrior
When this creature enters, create a 1/1 green Elf Warrior creature token.
Creature — Eldrazi Drone
Devoid (This card has no color.) This creature has haste as long as you control another colorless creature.
Instant
Electrify deals 4 damage to target creature.
Instant
Electrolyze deals 2 damage divided as you choose among one or two targets. Draw a card.
Enchantment
Whenever a creature you control enters, you may pay {2}{R}. If you do, that creature deals damage equal to its power to any target.
Artifact Creature — Construct
When this creature enters, you get {E}{E}{E} (three energy counters). Pay {E}{E}{E}: This creature gets +X/+X until end of turn, where X is its power.
Creature — Jellyfish
Flash Flying When this creature enters, you get {E}{E} (two energy counters). At the beginning of your first main phase, tap this creature unless you pay {E}.
Creature — Trilobite Beast
Whenever this creature deals combat damage to defending player, it deals damage equal to its power to each blocking creature.
Creature — Elf Artificer
This creature can't be blocked by creatures with power 2 or less. Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
Creature — Elf Druid
Alliance — Whenever another creature you control enters, target creature other than this creature gets +1/+1 and gains trample until end of turn.
Sorcery
Kicker {5} (You may pay an additional {5} as you cast this spell.) Create a 7/1 red Elemental creature token with trample and haste. Exile it at the beginning of the next end step. If this spell was kicked, that creature gets +7/+0 until end of turn.
Enchantment
{3}: Look at the top three cards of target player's library, then put them back in any order.
Sorcery
Create two 4/4 blue and red Elemental creature tokens. {U/R}{U/R}, Discard this card: Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Sorcery — Lesson
Create a 4/4 blue and red Elemental creature token.
Creature — Human Wizard
Flash (You may cast this spell any time you could cast an instant.) Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)