Inventory last scanned: 5/3/2026, 7:31:12 PM
Legendary Enchantment — Shrine
At the beginning of your first main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.
Legendary Enchantment — Shrine
At the beginning of your first main phase, add X mana of any one color, where X is the number of Shrines you control.
Legendary Enchantment — Shrine
{1}, Discard a land card or Shrine card: Sanctum of Shattered Heights deals X damage to target creature or planeswalker, where X is the number of Shrines you control.
Legendary Enchantment — Shrine
{5}{W}: Tap target creature. This ability costs {1} less to activate for each Shrine you control.
Land
{T}: Add {C}. Whenever you cast a colorless spell with mana value 7 or greater, you may sacrifice this land. If you do, search your library for a colorless creature card, reveal it, put it into your hand, then shuffle.
Creature — Human Scout
When this creature enters, if an opponent controls more lands than you, search your library for a Desert card, put it onto the battlefield tapped, then shuffle. Whenever one or more land cards are put into your graveyard from anywhere, create a 1/1 red, green, and white Sand Warrior creature token. This ability triggers only once each turn.
Creature — Human Rogue
Whenever you sacrifice another permanent, put a +1/+1 counter on this creature. When this creature dies, you may exile it. When you do, return target creature card with mana value less than or equal to this creature's power from your graveyard to the battlefield.
Creature — Human Wizard
When this creature enters, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Legendary Creature — Sand Elemental Villain
Sandman's power and toughness are each equal to the number of lands you control. Sandman can't be blocked by creatures with power 2 or less. {3}{G}{G}: Return this card and target land card from your graveyard to the battlefield tapped.
Creature — Goblin Soldier
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, it endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
Land
This land enters tapped. {T}: Add {W}, {B}, or {G}.
Creature — Elephant
Reach When this creature enters, bolster 5. (Choose a creature with the least toughness among creatures you control and put five +1/+1 counters on it.)
Creature — Human Warrior
When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Create a 1/1 white Spirit creature token with flying.
Land
This land enters tapped. When this land enters, target creature gets +1/+1 and gains vigilance until end of turn. {T}: Add {W}.
Artifact Creature — Sphinx
Flying When this creature enters, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Instant
Sandstorm deals 1 damage to each attacking creature.
Creature — Worm
Haste When this creature enters, destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Enchantment
Creatures with flying can't attack you or planeswalkers you control. At the beginning of your end step, create a 5/5 green Wurm creature token.
Enchantment
Whenever you gain life, target opponent loses that much life.
Creature — Vampire Cleric
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) When this creature enters or dies, create a 1/1 black Bat creature token with flying.
Creature — Vampire Rogue
Menace, lifelink {1}, Sacrifice another creature: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) At the beginning of your end step, if there are five or more mana values among cards in your graveyard, you may pay 2 life. If you do, draw a card.
Artifact
When this artifact enters, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") Whenever you sacrifice a Blood token, you may have this artifact become a 3/3 Vampire artifact creature with haste until end of turn.
Creature — Vampire Warlock
Whenever this creature attacks, each opponent loses 1 life and you gain 1 life.
Sorcery
Kicker {4} (You may pay an additional {4} as you cast this spell.) Create two 1/1 green Saproling creature tokens. If this spell was kicked, create four of those tokens instead.
Legendary Creature — Halfling Citizen
Whenever Saradoc or another nontoken creature you control with power 2 or less enters, create a 1/1 white Halfling creature token. Tap two other untapped Halflings you control: Saradoc gets +2/+0 and gains lifelink until end of turn.
Legendary Planeswalker — Sarkhan
Whenever a creature attacks you or a planeswalker you control, each Dragon you control deals 1 damage to that creature. +1: Until end of turn, each planeswalker you control becomes a 4/4 red Dragon creature and gains flying. −3: Create a 4/4 red Dragon creature token with flying.
Instant
Choose one — • Target creature gets +3/+3 until end of turn. • Destroy target creature with flying.
Legendary Creature — Human Shaman
Dragon spells you cast cost {1} less to cast. Whenever a Dragon you control enters, you may have Sarkhan become a copy of it until end of turn, except its name is Sarkhan, Soul Aflame and it's legendary in addition to its other types.
Artifact Creature — Goblin
Haste {3}{R}, Sacrifice this creature: It deals 4 damage to target creature.
Creature — Wolf
When this creature enters, draw a card. Foretell {1}{G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature — Dryad
Defender {T}, Tap an untapped creature you control: Add one mana of any color.
Legendary Creature — Avatar Wizard
Ward {2} Whenever you cast your second spell each turn, amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Instant
Counter target spell. Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Legendary Creature — Human Warlock
Other tapped creatures you control have deathtouch. Other untapped creatures you control have hexproof. {1}, {T}: Untap another target creature or land you control.
Legendary Creature — Human Ninja
Whenever you activate a ninjutsu ability, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. This ability triggers only once each turn. Each creature card in your hand has ninjutsu {2}{U}{B}.
Legendary Creature — Human Druid
{T}: Put a lore counter on each Saga you control. Activate only as a sorcery. When Satsuki dies, choose up to one — • Return target Saga or enchantment creature you control to its owner's hand. • Return target Saga card from your graveyard to your hand.
Creature — Satyr
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
Sorcery
Create a 1/1 red Satyr creature token with "This token can't block." Escape—{2}{R}, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature — Avatar Horror
When you cast this spell, amass Orcs 5, mill five cards, then return a creature card from your graveyard to the battlefield. Trample Whenever a commander an opponent controls dies, the Ring tempts you.
Creature — Ogre Warrior
{2}{G}: This creature gets +2/+2 until end of turn. Activate only once each turn. {2}{U}: Return this creature to its owner's hand. {R}: This creature gains haste until end of turn.
Land
This land enters tapped. {T}: Add {B}, {R}, or {G}.
Instant
This spell can't be countered. The next creature spell you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters with an additional +1/+1 counter on it.
Sorcery
Target creature you control gets +2/+2 until end of turn if its power is 2. Then it fights target creature you don't control. (Each deals damage equal to its power to the other.)
Creature — Cat
Instant
This spell costs {1} less to cast if you control a Turtle. Put a +1/+1 counter on target creature you control. It gains trample, hexproof, and indestructible until end of turn.
Enchantment — Aura
Flash Enchant creature you control When this Aura enters, all damage that would be dealt this turn to you and permanents you control is dealt to enchanted creature instead. Enchanted creature gets +0/+3.
Creature — Human Knight
Vigilance Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on this creature.
Creature — Kor Survivor
Survival — At the beginning of your second main phase, if this creature is tapped, return target creature card with mana value 3 or less from your graveyard to your hand.
Instant
Target creature gets -2/-2 until end of turn. Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Artifact — Equipment
Equipped creature gets +2/+0. Whenever equipped creature attacks, you may sacrifice a permanent other than that creature or this Equipment. If you do, draw a card. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Phyrexian Beast
Haste Whenever you cast a noncreature spell, put an oil counter on this creature. {T}, Remove an oil counter from this creature: It deals 1 damage to each opponent.
Creature — Human Assassin
Menace {2}, Sacrifice another creature or enchantment: Put a +1/+1 counter on this creature. At the beginning of your end step, if you sacrificed one or more permanents this turn, this creature deals that much damage to any target.
Creature — Dinosaur
As this creature enters, choose a player. If a source would deal damage to the chosen player or a permanent they control, it deals double that damage instead.