Inventory last scanned: 5/1/2026, 6:50:56 PM
Creature — Human Shaman
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Kinetic Augur's power is equal to the number of instant and sorcery cards in your graveyard. When this creature enters, discard up to two cards, then draw that many cards.
Sorcery
Until end of turn, target creature gets +1/+1 for each creature you control and gains trample. It must be blocked this turn if able.
Creature — Thrull
Flying Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)
Creature — Human Scout
Double strike When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Creature — Kithkin Soldier
This creature enters with a +1/+1 counter on it for each other Kithkin you control. When this creature dies, create a 1/1 white Kithkin Soldier creature token for each counter on it.
Creature — Kithkin Soldier
When this creature enters, put a +1/+1 counter on target creature. Encore {2}{W} ({2}{W}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature — Leviathan
When this creature enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Instant
Strive — This spell costs {U} more to cast for each target beyond the first. Return any number of target enchantments to their owners' hands.
Creature — Spirit
When this creature enters, return target creature to its owner's hand. Whenever you cast a Spirit or Arcane spell, you may return this creature to its owner's hand.
Enchantment — Aura
Enchant creature Enchanted creature can't attack. Threshold — Enchanted creature can't block as long as there are seven or more cards in your graveyard.
Creature — Human Citizen
When this creature enters, you may exile a creature card from your graveyard. When you do, return target instant or sorcery card from your graveyard to your hand.
Creature — Ouphe
When this creature enters, you gain 2 life. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature — Imp
Flying, haste Madness {B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Artifact — Equipment
Equipped creature gets +1/+0 and has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Kor Soldier
As long as this creature is equipped, it gets +1/+1 and has flying.
Creature — Kor Cleric
Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Flying When this creature enters, if it was kicked, tap up to two target creatures.
Creature — Human Pirate
This creature has flying as long as it's attacking.
Creature — Human Pirate
Flying Whenever this creature attacks, another target creature attacking the same player or planeswalker gains flying until end of turn. Encore {4}{U} ({4}{U}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature — Elemental
Vivid — When this creature enters, create X 1/1 green and white Kithkin creature tokens, where X is the number of colors among permanents you control. Tap three untapped creatures you control: This creature gets +3/+0 and gains flying until end of turn.
Creature — Kithkin Knight
Double strike
Creature — Kithkin Soldier
As long as you control a Giant, this creature gets +1/+1 and has first strike.
Creature — Kithkin Wizard
When this creature enters, you may search your library for a Kithkin card, reveal it, then shuffle and put that card on top.
Creature — Fox Pilot
Whenever a Vehicle you control attacks, choose one — • That Vehicle gains first strike until end of turn. • Untap this creature.
Creature — Fox Samurai
First strike Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Creature — Fox Cleric
{T}: Tap target Spirit.
Creature — Fox Cleric
{T}: Prevent the next 1 damage that would be dealt to any target this turn. {T}: Prevent all damage that would be dealt to target legendary creature this turn.
Creature — Fox Cleric
{1}{W}: This creature gets +0/+X until end of turn, where X is the number of cards in your hand.
Creature — Fox Wizard // Legendary Creature — Fox Wizard
Creature — Fox Wizard
Protection from Spirits and from Arcane
Legendary Creature — Spirit
Kiyomaro's power and toughness are each equal to the number of cards in your hand. As long as you have four or more cards in hand, Kiyomaro has vigilance. Whenever Kiyomaro deals damage, if you have seven or more cards in hand, you gain 7 life.
Creature — Human Warrior
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Sorcery
Creatures you control get +X/+X until end of turn, where X is your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.)
Artifact — Clue Equipment
During your turn, equipped creature gets +1/+0 and has first strike. {2}, Sacrifice this Equipment: Draw a card. Equip {2}
Creature — Human Knight
When this creature enters, create a 1/1 white Human Soldier creature token. Warp {1}{W} (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 — Human Knight
First strike If you would gain life, you gain that much life plus 1 instead. {1}{W}: This creature gets +1/+1 until end of turn.
Creature — Kithkin Knight
First strike Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Creature — Human Knight
Creature — Human Knight
Vigilance Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)
Creature — Human Knight
Flying; flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Suspend 3—{W} (Rather than cast this card from your hand, you may pay {W} and exile it with three 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. It has haste.)
Creature — Human Knight
Creature — Human Knight
Vigilance When this creature enters, create a 2/2 white and blue Knight creature token with vigilance.
Creature — Human Knight
Dinosaur spells you cast cost {2} less to cast.
Creature — Human Knight
Vigilance (Attacking doesn't cause this creature to tap.)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2.
Artifact Creature — Myr Knight
{2}{W}: 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 double strike until end of turn.
Creature — Human Knight
Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
Sorcery
Put a +1/+1 counter on target creature you control, then it deals damage equal to its power to target creature an opponent controls.
Creature — Elf Druid
{1}, {T}: Add {R}{G}{W}.
Creature — Fox Spirit
Vigilance Whenever you draw your second card each turn, put a +1/+1 counter on this creature. When this creature dies, create a Clue token. (It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Creature — Goblin Shaman
Whenever a Goblin you control is put into a graveyard from the battlefield, you may put a +1/+1 counter on this creature.
Legendary Creature — Spirit
Trample Shroud (This creature can't be the target of spells or abilities.)
Instant — Arcane
Target creature gets +2/+2 until end of turn. Splice onto Arcane {G} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Artifact
{T}: Add {B} or {R}. {4}{B}{R}: This artifact becomes a 4/4 black and red Dragon artifact creature with flying until end of turn.
Creature — Human Shaman
Haste Megamorph {R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When this creature is turned face up, target creature gains haste until end of turn.
Creature — Elf Cleric
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature dies, each player mills three cards. (They each put the top three cards of their library into their graveyard.)