Inventory last scanned: 5/2/2026, 6:52:00 PM
Creature — Merfolk Scout
Whenever this creature attacks, you may tap another untapped Merfolk you control. When you do, return target creature card with mana value 3 or less from your graveyard to the battlefield.
Enchantment — Room // Enchantment — Room
Artifact Creature — Robot Artificer
Whenever another artifact you control enters, create a 2/2 colorless Robot artifact creature token. This ability triggers only once each turn.
Artifact Creature — Robot Pilot
Whenever this creature becomes tapped, draw a card, then discard a card.
Artifact Creature — Robot Soldier
Defender As long as an artifact entered the battlefield under your control this turn, this creature can attack as though it didn't have defender.
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature has flying. (It can't be blocked except by creatures with flying or reach.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Artifact Creature — Robot Jellyfish
When this creature enters, tap target artifact or creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Warp {2}{U} (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 Detective
Haste Whenever you attack with three or more creatures, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Land
This land enters tapped. {T}: Add {G} or {U}. {4}, {T}, Sacrifice this land: Draw a card.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Scry 2. II — Choose a card name. III — When you cast a spell with the chosen name for the first time this turn, draw two cards. IV — Look at the top card of each player's library.
Creature — Atog
Sacrifice an artifact: This creature gets +3/+3 and gains trample until end of turn.
Creature — Beast
Vigilance, trample Whenever this creature blocks a creature, this creature deals damage to that creature's controller equal to this creature's power.
Artifact
When this artifact enters, you may discard a card. If you do, draw two cards. {3}, Sacrifice this artifact: Create a tapped 2/2 colorless Robot artifact creature token.
Creature — Phyrexian Wizard
When this creature enters, put up to one target instant or sorcery card from your graveyard on top of your library.
Artifact — Vehicle
Vigilance This Vehicle enters with an oil counter on it. Remove an oil counter from this Vehicle: It becomes an artifact creature until end of turn. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Creature — Human Wizard
Heroic — Whenever you cast a spell that targets this creature, look at the top three cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Creature — Human Wizard
{2}{U}, {T}: The controller of target instant or sorcery spell copies it. That player may choose new targets for the copy.
Legendary Creature — Moonfolk Wizard
Flying {1}, Return a land you control to its owner's hand: Create a 1/1 blue Illusion creature token with flying.
Sorcery
Destroy target land. Melt Terrain deals 2 damage to that land's controller.
Enchantment
All lands are no longer snow.
Creature — Insect Soldier
Whenever a creature you control with a +1/+1 counter on it dies, draw a card.
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+1 and has reach. Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.)
Enchantment — Aura
Enchant creature you control When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.) Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
Creature — Kavu Soldier
During your turn, other creatures you control get +1/+0. Warp {1}{R} (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.)
Land
This land enters tapped. {T}: Add {W}. {3}{W}, {T}, Sacrifice this land: Create two 1/1 white Soldier creature tokens.
Sorcery
Choose a nonland card name. Search target player's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles.
Artifact
Buyback costs cost {2} less.
Instant
Counter target spell. Scry 2.
Sorcery
Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it. Cycling {1} ({1}, Discard this card: Draw a card.)
Instant
Regenerate target creature.
Sorcery
Target player discards two cards and loses 2 life.
Instant
Draw three cards. Basic landcycling {1}{U} ({1}{U}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Instant
This spell costs {1} less to cast during your turn. Tap target artifact or creature. Draw a card.
Sorcery
Target player discards a card. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery
When you cast this spell, copy it if you control a planeswalker, Cleric, Druid, Shaman, Warlock, or Wizard. Scry 1, then draw a card.
Artifact
When this artifact enters or is put into a graveyard from the battlefield, you draw a card and you lose 1 life.
Creature — Ooze
This creature gets +1/+0 for each artifact you control. Whenever this creature deals combat damage to a creature, destroy that creature. The creature can't be regenerated.
Sorcery
All creatures get -1/-1 until end of turn. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Creature — Orc Assassin
Outlast {B} ({B}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has deathtouch.
Artifact — Book
At the beginning of your end step, if you didn't play a land this turn, you may draw a card.
Artifact
{1}, {T}: Put a winch counter on this artifact. {T}, Remove X winch counters from this artifact: You may put a creature card with mana value X from your hand onto the battlefield.
Creature — Human Peasant Ally
{2}{B}: Return this card from your graveyard to your hand.
Creature — Human Wizard
When this creature enters, draw a card.
Artifact Creature — Construct
{3}{U}, {T}, Tap X untapped artifacts you control: Look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Sorcery
Choose one — • Exile all artifacts. • Exile all creatures. • Exile all enchantments. • Exile all planeswalkers.
Creature — Minotaur Warrior
{2}, Discard a card: Put a -1/-1 counter on target creature. That creature can't block this turn.
Instant
As an additional cost to cast this spell, sacrifice a creature or land. Draw two cards.
Creature — Phyrexian Rogue
This creature can't be blocked. Whenever you cast a noncreature spell, put an oil counter on this creature. Whenever this creature deals combat damage to a player, you may remove two oil counters from it. If you do, when you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Sorcery — Lesson
Until end of turn, target nonland permanent loses all abilities and becomes your choice of a blue Frog creature with base power and toughness 1/1 or a blue Octopus creature with base power and toughness 4/4.
Creature — Merfolk Scout
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 — Merfolk Scout
Whenever a creature you control explores, this creature gets +1/+0 until end of turn and can't be blocked this turn.
Creature — Merfolk Wizard
Flying Whenever you cast a kicked spell, scry 2.
Creature — Merfolk Rogue
{T}: Draw a card, then discard a card.
Creature — Merfolk Shaman
Other Merfolk you control get +1/+1.
Creature — Merfolk Soldier
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)
Creature — Merfolk Rogue
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever this creature deals combat damage to a player, that player reveals a card at random from their hand.
Creature — Merfolk Wizard
{T}: Switch target creature's power and toughness until end of turn.