Inventory last scanned: 4/30/2026, 6:52:47 PM
Creature — Dinosaur
Reach
Creature — Treefolk Druid
{T}: Add one mana of any color.
Land
This land enters tapped. {T}: Add {B}. {W}{W}{B}, {T}, Sacrifice this land and a creature you control: Create a 4/4 white Angel Warrior creature token with flying and vigilance. Activate only as a sorcery.
Creature — Elk
This spell can't be countered. Protection from blue and from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything blue or black.)
Artifact — Equipment
Equipped creature gets +4/+0. Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Horror
At the beginning of your upkeep, sacrifice a permanent. Whenever this creature deals combat damage to a player, that player sacrifices two permanents of their choice.
Creature — Plant Dog
Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
Creature — Wurm
This creature can't be blocked by creatures with power 2 or less. Cycling {2} ({2}, Discard this card: Draw a card.)
Enchantment Creature — Dog
Trample Channel — {2}{G}, Discard this card: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Artifact — Equipment
Equipped creature gets +3/+0. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by green creatures. Enchanted creature gets +2/+2 as long as an opponent controls a green permanent.
Creature — Centaur Citizen
Disguise {5}{G}{G} (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 creature is turned face up, put a +1/+1 counter on each creature you control. Creatures you control gain trample until end of turn.
Creature — Elephant
When this creature enters, pay {E}{E} (two energy counters). If you can't, return this creature to its owner's hand and you get {E}.
Enchantment
At the beginning of each player's upkeep, if that player controls more lands than each other player, the player creates a 1/1 green Saproling creature token.
Enchantment — Room // Enchantment — Room
Creature — Elf Druid
{T}: Add {G}{G}.
Creature — Elf Scout
Vigilance (Attacking doesn't cause this creature to tap.)
Creature — Human Scout
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 1/1 red Gremlin creature token.
Legendary Creature — Goblin Rogue
Grenzo enters with X +1/+1 counters on it. {2}: Put the bottom card of your library into your graveyard. If it's a creature card with power less than or equal to Grenzo's power, put it onto the battlefield.
Instant
Tap X target nonland permanents.
Creature — Griffin
Flying Whenever another creature you control enters, this creature gets +1/+1 until end of turn.
Creature — Human Knight
As long as you control a Griffin creature, this creature gets +3/+3 and has flying.
Creature — Griffin
Flying Vigilance (Attacking doesn't cause this creature to tap.)
Creature — Human Detective
Flying When this creature enters, exile up to two target cards from a single graveyard.
Land
{T}: Add {C}. {2}{B}{G}, {T}, Sacrifice a creature: Draw a card.
Sorcery
Destroy target creature or planeswalker. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Sorcery
Return a Pirate card from your graveyard to your hand, then do the same for Vampire, Dinosaur, and Merfolk.
Instant
Choose target creature you control and target creature an opponent controls. Each of those creatures deals damage equal to its toughness to the other.
Sorcery
Choose one or both — • Return target creature card from your graveyard to your hand. • Return target land card from your graveyard to your hand.
Snow Creature — Zombie Berserker
{1}{S}: This creature gets +1/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures. {S} can be paid with one mana from a snow source.)
Sorcery
Draw a card for each creature card in your graveyard.
Creature — Zombie Warrior
First strike When this creature dies, amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Creature — Human Warrior
Whenever you attack, target attacking creature gets +1/+0 until end of turn. When that creature dies this turn, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Creature — Zombie
When this creature dies, target creature an opponent controls gets -1/-1 until end of turn.
Artifact Creature — Scarecrow
This creature enters with three -1/-1 counters on it. Remove a -1/-1 counter from this creature: Put a -1/-1 counter on another target creature.
Instant
Search your library for a nonland card and reveal it. Each opponent who cast a spell this turn with the same name as that card loses 6 life. Then shuffle. {B}{B}: Return this card from your graveyard to your hand. Activate only during your upkeep.
Creature — Skeleton Warrior
Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) {1}{B}: Regenerate this creature.
Artifact
{T}: Put a charge counter on this artifact. {T}: Target player mills X cards, where X is the number of charge counters on this artifact.
Creature — Demon
At the beginning of your upkeep, you lose 2 life. Morph {2}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
Creature — Elemental
{R}, Return this creature to its owner's hand: Add {C}{C}{R}. Activate only as a sorcery.
Artifact
{2}, {T}, Sacrifice this artifact: Search target opponent's library for a card and exile it. Then that player shuffles. Until the beginning of your next upkeep, you may play that card. At the beginning of your next upkeep, if you haven't played it, put it into its owner's graveyard.
Instant
Devoid (This card has no color.) Exile target creature and target land.
Instant
Put target creature on top of its owner's library.
Sorcery
Destroy target creature or planeswalker. Create two Blood tokens. (They're artifacts with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Instant
Destroy target nonartifact creature. Its controller mills cards equal to that creature's power.
Creature — Minotaur Warrior
Whenever you cycle or discard a card, this creature gets +2/+0 until end of turn.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Creature — Goblin Scout
{T}, Blight 1: Discard a card. If you do, draw a card. (To blight 1, put a -1/-1 counter on a creature you control.)
Instant
Choose one — • Return target permanent to its owner's hand. • Target creature gets -4/-4 until end of turn. • Creatures you control get +2/+0 until end of turn.
Land
{T}: Add {C}. {1}, {T}, Sacrifice this land: Search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Creature — Zombie Bear
Trample This creature enters with a +1/+1 counter on it for each creature that died this turn.
Artifact — Equipment
Equipped creature gets +2/+0. It gets an additional +0/+2 and has deathtouch as long as an Equipment named Bride's Gown is attached to a creature you control. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Goblin Warrior
Trample Whenever this creature attacks, it gets +1/+0 until end of turn for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)