903 S Front St, Mankato, MN, 56001
Cards Tracked
9006
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Inventory last scanned: 9/9/2026, 6:13:43 PM
Creature — Bird
Flying {T}: Add one mana of any color.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {W}.
Artifact
({G/P} can be paid with either {G} or 2 life.) {1}{G/P}, {T}, Sacrifice a creature: Search your library for a creature card with mana value equal to 1 plus the sacrificed creature's mana value, put that card onto the battlefield, then shuffle. Activate only as a sorcery.
Enchantment
At the beginning of your end step, if you control a creature, look at the top seven cards of your library. Then you may sacrifice a creature. If you do, you may put a creature card with mana value X or less from among those cards onto the battlefield, where X is 1 plus the sacrificed creature's mana value. Put the rest on the bottom of your library in a random order.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 2/2 white Astartes Warrior creature token with vigilance for each opponent you have. II — Each opponent sacrifices a creature of their choice. III — Draw two cards for each opponent who controls fewer creatures than you.
Creature — Vampire Cleric
Vigilance Whenever this creature attacks, you may return target creature card with mana value 3 or less from your graveyard to the battlefield.
Creature — Vampire Cleric
Vigilance Whenever this creature attacks, you may return target creature card with mana value 3 or less from your graveyard to the battlefield.
Creature — Human Cleric
Whenever an Angel you control enters, you gain 4 life. Whenever an Angel you control dies, create a 1/1 white Spirit creature token with flying.
Instant
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
Creature — Human Ninja
Ninjutsu {2}{B} This creature enters with a menace counter on it. Whenever this creature deals combat damage to a player, you may remove a menace counter from it. When you do, that player reveals their hand and you choose a nonland card from it. Exile that card.
Creature — Human Ninja
Ninjutsu {2}{B} This creature enters with a menace counter on it. Whenever this creature deals combat damage to a player, you may remove a menace counter from it. When you do, that player reveals their hand and you choose a nonland card from it. Exile that card.
Creature — Human Ninja
Ninjutsu {2}{B} This creature enters with a menace counter on it. Whenever this creature deals combat damage to a player, you may remove a menace counter from it. When you do, that player reveals their hand and you choose a nonland card from it. Exile that card.
Creature — Faerie Rogue
Flash Flying At the beginning of your upkeep, you lose 1 life and create a 1/1 blue and black Faerie creature token with flying.
Creature — Faerie Rogue
Flash Flying At the beginning of your upkeep, you lose 1 life and create a 1/1 blue and black Faerie creature token with flying.
Kindred Enchantment — Faerie
At the beginning of your upkeep, you lose 1 life and create a 1/1 black Faerie Rogue creature token with flying.
Creature — Human Shaman
Deathtouch When this creature dies, you may search your library for a Curse card, put it onto the battlefield attached to target player, then shuffle.
Legendary Creature — Human
{T}, Sacrifice an artifact: Bjorna, Nightfall Alchemist deals 1 damage to target creature. Goad that creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.) Partner—Friends forever (You can have two commanders if both have this ability.)
Legendary Artifact — Equipment
Equipped creature gets +1/+1 for each land you control. Equip legendary creature {3} Equip {7}
Land
This land enters tapped unless you control two or fewer other lands. {T}: Add {B} or {R}.
Land
This land enters tapped unless you control two or fewer other lands. {T}: Add {B} or {R}.
Creature — Dragon
Flying Acid Breath — When this creature enters, target creature an opponent controls gets -3/-3 until end of turn.
Creature — Dragon
Flying Acid Breath — When this creature enters, target creature an opponent controls gets -3/-3 until end of turn.
Land — Gate
This land enters tapped. As this land enters, choose a color other than black. {T}: Add {B} or one mana of the chosen color.
Creature — Human Knight
Flash When this creature enters, target Knight gains deathtouch and lifelink until end of turn.
Artifact — Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+0, has "Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent," and is a Wizard in addition to its other types. Equip {3}
Enchantment
Whenever a creature dies, put a charge counter on this enchantment. At the beginning of your first main phase, add {B} for each charge counter on this enchantment.
Enchantment
At the beginning of your first main phase, choose one or more — • Sell Contraband — Create a Treasure token. You lose 1 life. • Buy Information — Draw a card. You lose 2 life. • Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Creature — Cat Rogue
At the beginning of your upkeep, this creature deals 2 damage to you for each Treasure you control. {T}: Create a Treasure token.
Legendary Creature — Human Warrior Hero
Whenever Black Panther is dealt damage, he deals that much damage to any other target. Power-up — {5}{W}{W}: Put two +1/+1 counters on Black Panther. Other creatures you control get +2/+2 until end of turn. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Legendary Creature — Human Warrior Hero
Whenever another nontoken Hero you control enters, choose one — • Create a 1/1 white Soldier creature token. • Creatures you control get +1/+1 until end of turn.
Instant
Target permanent gains hexproof and indestructible until end of turn. If it's an artifact creature, it gets +2/+2 until end of turn.
Instant
Target permanent gains hexproof and indestructible until end of turn. If it's an artifact creature, it gets +2/+2 until end of turn.
Instant
Up to one target creature gets -X/-X until end of turn. If X is 5 or more, return a creature card with mana value X or less from your graveyard to the battlefield tapped.
Sorcery
Put X -1/-1 counters on each creature. Shuffle Black Sun's Zenith into its owner's library.
Legendary Creature — Human Hero Villain
Deathtouch Whenever a creature you control attacks alone, it gains first strike and menace until end of turn. (It can't be blocked except by two or more creatures.)
Legendary Creature — Human Spy Hero
Menace Whenever Black Widow deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may put a +1/+1 counter on Black Widow. If you don't, you may cast the exiled nonland card until end of turn and mana of any type can be spent to cast that spell.
Creature — Fox Ninja
Ninjutsu {3}{W} ({3}{W}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Double strike
Instant
Target creature gains deathtouch until end of turn. Draw a card.
Artifact Creature — Griffin
Flying Whenever this creature deals combat damage to a player, destroy target nonland permanent of that player's choice that one of your opponents controls.
Artifact — Equipment
For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.) Equip abilities you activate of other Equipment cost {1} less to activate. Equipped creature has double strike. Equip {3}{R}{W}
Artifact — Equipment
For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.) Whenever this Equipment becomes attached to a creature, for as long as this Equipment remains attached to it, you may have that creature become a copy of another target creature you control. Equip {2}
Artifact Creature — Equipment Demon
Menace Equipped creature has base power and toughness 5/5, has menace, and is a black Demon in addition to its other colors and types. Reconfigure {2}{B}{B} ({2}{B}{B}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature — Insect Assassin
When this creature enters, choose one — • Put two +1/+1 counters on this creature. • Put target exiled card with warp on the bottom of its owner's library.
Creature — Phyrexian Human Artificer
When this creature enters, create a 3/3 colorless Phyrexian Golem artifact creature token. Golems you control have first strike.
Creature — Zombie Soldier
Other Zombies you control get +1/+0.
Legendary Creature — Dragon Skeleton
Flying, haste Whenever Bladewing deals combat damage to a player or planeswalker, for each creature card in your graveyard, create a 2/2 black Zombie Knight creature token with menace.
Sorcery
This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.
Sorcery
This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.
Sorcery
You may pay {B} rather than pay this spell's mana cost if there are thirteen or more creatures on the battlefield. Each player sacrifices thirteen creatures of their choice.
Artifact
{T}, Sacrifice a creature: This artifact deals 1 damage to any target. Whenever a creature enters, you may untap this artifact.
Land
This land enters with a charge counter on it. {T}: Add {C}. {X}{X}, {T}: Put X charge counters on this land. {3}, {T}, Sacrifice this land: Destroy each nonland permanent with mana value equal to the number of charge counters on this land.
Land
{T}: Add {B}. {T}: Add {R}. Activate only if you control a Swamp or a Mountain.
Creature — Elemental
Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on this creature. Blow Up — {T}, Sacrifice this creature: It deals damage equal to its power to target creature. Activate only as a sorcery.
Creature — Lizard
{R}: This creature gets +2/+0 until end of turn. Activate only once each turn. Madness {0} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature — Lizard
{R}: This creature gets +2/+0 until end of turn. Activate only once each turn. Madness {0} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)