Inventory last scanned: 5/3/2026, 7:31:12 PM
Creature — Spirit
Flying Whenever this creature attacks, mill a card. (Put the top card of your library into your graveyard.)
Artifact
{1}, {T}: Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order.
Artifact
{1}, Sacrifice this artifact: Draw a card. If you control an Angel, you gain 5 life.
Artifact
{T}: Manifest a card from your hand. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of up to one target artifact for as long as you control this Saga. The Ring tempts you. II — Tap up to two target creatures. Put a stun counter on each of them. III — Draw a card for each tapped creature target opponent controls.
Artifact
Whenever you cast a noncreature spell, put a lore counter on this artifact. {3}, {T}: Target creature you control gets +1/+1 until end of turn for each lore counter on this artifact.
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature. Return target creature or Spacecraft card with mana value 5 or less from your graveyard to the battlefield. Then create a Lander token. (It's an artifact with "{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Creature — Cat Monkey
This creature enters with two +1/+1 counters on it. At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto another target creature.
Creature — Fish Pirate
Flying Whenever you discard one or more cards, put that many +1/+1 counters on this creature. Cycling {2} ({2}, Discard this card: Draw a card.)
Enchantment
When this enchantment enters, incubate 2. (Create an Incubator token with two +1/+1 counters on it and "{2}: Transform this token." It transforms into a 0/0 Phyrexian artifact creature.) Phyrexians you control get +1/+1.
Sorcery
Choose a creature you control, then each opponent chooses a creature they control with equal or lesser power. If you chose a creature this way, exile each creature not chosen by any player this way.
Creature — Human Knight Rogue
Menace Whenever this creature enters or attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Enchantment
When this enchantment enters, create two 1/1 red Gremlin creature tokens. Then you get an amount of {E} (energy counters) equal to the number of creatures you control. Pay {E}{E}{E}{E}: Creatures you control get +1/+0 and gain haste until end of turn.
Enchantment
{1}, Discard a card: Create a 0/3 blue Crab creature token. Delirium — Crabs you control get +1/+1 as long as there are four or more card types among cards in your graveyard.
Creature — Sliver Trilobite
Sliver creatures you control have "{2}: Untap this creature."
Creature — Dinosaur
Whenever a player casts a spell, if it's not their turn, this creature deals 4 damage to them.
Creature — Drake
Flying When this creature enters, return two target lands you control to their owner's hand.
Creature — Merfolk Wizard Ally
{T}: Draw a card for each Ally you control.
Creature — Human Wizard
When this creature enters, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
Creature — Human Wizard
Kicker {4}{U} When this creature enters, copy the next instant or sorcery spell with mana value 2 or less you cast this turn when you cast it. If this creature was kicked, copy that spell twice instead. You may choose new targets for the copies.
Land
{T}: Add {C}. ({C} represents colorless mana.) {2}{C}, {T}: Draw a card. Activate only if you have no cards in hand.
Land
This land enters tapped unless you have two or more opponents. {T}: Add {W} or {U}.
Creature — Merfolk Wizard
Whenever a Merfolk you control deals combat damage to a player, draw a card.
Creature — Human Mercenary
{3}, {T}: Search your library for a Merfolk permanent card, put it onto the battlefield, then shuffle.
Enchantment
Ward {3} (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Enchantment
Sacrifice this enchantment: Destroy target artifact or enchantment.
Enchantment
Sacrifice this enchantment: Destroy target nonblack creature. It can't be regenerated.
Enchantment
Sacrifice this enchantment: It deals 2 damage to any target.
Enchantment
Sacrifice this enchantment: Destroy target artifact or enchantment.
Enchantment
Sacrifice this enchantment: Return target creature to its owner's hand.
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls with mana value 2 or less until this enchantment leaves the battlefield.
Sorcery
Search your library for a basic land card, put it onto the battlefield, then shuffle. Suspend 2—{G} (Rather than cast this card from your hand, you may pay {G} and exile it with two 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.)
Enchantment
Whenever a creature attacks you or a planeswalker you control, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Instant
Searing Barrage deals 5 damage to target creature. Adamant — If at least three red mana was spent to cast this spell, Searing Barrage deals 3 damage to that creature's controller.
Instant
Searing Spear deals 3 damage to any target.
Land
This land enters tapped. {T}: Add {G}, {W}, or {U}.
Sorcery
Choose up to five {P} worth of modes. You may choose the same mode more than once. {P} — Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn. {P}{P} — Choose artifact or enchantment. Destroy all permanents of the chosen type. {P}{P}{P} — Draw cards equal to the greatest power among creatures you control.
Enchantment
Whenever a creature you control enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) Whenever you cast a spell that targets a creature you control, draw a card.
Sorcery
Choose up to five {P} worth of modes. You may choose the same mode more than once. {P} — Each player sacrifices a creature of their choice. {P}{P} — Draw a card for each creature that died under your control this turn. {P}{P}{P} — Each opponent loses X life, where X is the number of creature cards in your graveyard.
Instant
Choose one or both — • Return target creature card from your graveyard to your hand. • Return target enchantment card from your graveyard to your hand.
Sorcery
Choose up to five {P} worth of modes. You may choose the same mode more than once. {P} — Draw a card. {P}{P} — Choose an artifact or creature you control. Create a token that's a copy of it. {P}{P}{P} — Return each nonland, nontoken permanent to its owner's hand.
Sorcery
Choose up to five {P} worth of modes. You may choose the same mode more than once. {P} — Create a tapped Treasure token. {P}{P} — Exile the top two cards of your library. Until the end of your next turn, you may play them. {P}{P}{P} — Until the end of your next turn, whenever you cast a spell, Season of the Bold deals 2 damage to up to one target creature.
Sorcery
Choose up to five {P} worth of modes. You may choose the same mode more than once. {P} — Create a 1/1 white Rabbit creature token. {P}{P} — Exile target nonland permanent. Its controller draws a card. {P}{P}{P} — Return target permanent card with mana value 3 or less from your graveyard to the battlefield with an indestructible counter on it.
Creature — Human Shaman
When this creature enters, discard two cards, then draw two cards. For each nonland card discarded this way, create a 1/1 red Elemental creature token. {3}{R}{R}, Exile this card from your graveyard: Create two 1/1 red Elemental creature tokens.
Creature — Rabbit Warrior
Whenever this creature attacks while you control a token, this creature gets +2/+0 until end of turn.
Sorcery
Return any number of cards with different mana values from your graveyard to your hand. Put Seasons Past on the bottom of its owner's library.
Land
This land enters tapped. {T}: Add {W}. Cycling {W} ({W}, Discard this card: Draw a card.)
Instant
Up to two target creatures each get +2/+1 until end of turn. Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Instant
For each token you control, create a token that's a copy of that permanent.
Artifact Creature — Wall
Defender {4}{U}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Instant
Choose one — • Conceal — Until end of turn, target creature you control becomes a Citizen with base power and toughness 1/1 and gains hexproof. • Reveal — Until end of turn, target creature you control becomes a Hero with base power and toughness 3/4 and gains flying and vigilance.
Sorcery
You and target opponent each draw three cards.