Inventory last scanned: 5/4/2026, 6:35:49 PM
Enchantment
Whenever a face-down creature you control enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle. Whenever a permanent you control is turned face up, if it's a creature, it gets +2/+2 until end of turn.
Creature — Human Shaman
Haste {T}: Another target creature gains haste until end of turn.
Land
This land enters tapped unless you have two or more opponents. {T}: Add {U} or {R}.
Sorcery
Gain control of target creature until end of turn. Untap it. It gains trample and haste until end of turn.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Add two mana of any one color. (The creature can attack and {T} this turn.)
Land
This land enters tapped. {T}: Add {B} or {R}. {2}{B}{R}, {T}, Sacrifice this land: Draw a card.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {W} or {U}.
Instant
Destroy all non-Aura enchantments.
Land
{T}: Add {C}. {T}, Sacrifice this land: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle. Cycling {G}{W}{U} ({G}{W}{U}, Discard this card: Draw a card.)
Land
This land enters tapped. {T}: Add {G}. Cycling {G} ({G}, Discard this card: Draw a card.)
Enchantment Creature — Griffin
Flying Aura spells you cast cost {1} less to cast.
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Draw X cards.
Land
This land enters tapped. When this land enters, sacrifice it unless you pay {1}. {T}: Add one mana of any color.
Artifact
{B}, {T}, Sacrifice a creature: Add {C}{C}{C}. {2}, {T}, Sacrifice a creature: Create a 3/3 colorless Zombie artifact creature token. Activate only as a sorcery.
Artifact — Equipment
Equipped creature gets +2/+0. Whenever equipped creature dies, draw a card. Equip {2} or {B}
Sorcery
Exile target creature. That creature's controller reveals cards from the top of their library until they reveal a creature card. That player puts that card onto the battlefield, then shuffles the rest into their library.
Artifact
This artifact enters with three charge counters on it. {1}, {T}, Remove a charge counter from this artifact: Destroy target creature. Its controller creates a 2/4 white Ox creature token. Activate only as a sorcery.
Artifact Creature — Phyrexian Artificer
Whenever this creature or another artifact you control enters, you may draw a card. If you do, discard a card. {2}: Put target card from your graveyard on the bottom of your library.
Creature — Dinosaur
Enrage — Whenever this creature is dealt damage, exile target creature an opponent controls until this creature leaves the battlefield.
Enchantment
Ward {2} (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) When this enchantment enters, exile target artifact, creature, or enchantment an opponent controls until this enchantment leaves the battlefield.
Sorcery
Affinity for Towns (This spell costs {1} less to cast for each Town you control.) Draw four cards.
Artifact
{1}, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Creature — Dog Scout
Whenever this creature becomes tapped, look at the top card of your library. If it's a land card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.
Legendary Artifact Creature — Construct
Trample Traxos enters tapped and doesn't untap during your untap step. Whenever you cast a historic spell, untap Traxos. (Artifacts, legendaries, and Sagas are historic.)
Legendary Artifact Creature — Necron
Deathtouch Prismatic Gallery — As long as Trazyn is on the battlefield, it has all activated abilities of all artifact cards in your graveyard.
Enchantment
When this enchantment enters, draw three cards. Whenever you cast a spell, you lose 1 life. When this enchantment becomes the target of a spell or ability, sacrifice it.
Sorcery
Put up to one target instant or sorcery card from your graveyard on top of your library. Amass Orcs 2. (To 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.)
Artifact
{4}, Sacrifice this artifact: Roll a d20. 1 | Trapped! — You lose 3 life. 2—9 | Create five Treasure tokens. 10—19 | You gain 3 life and draw three cards. 20 | Search your library for a card. If it's an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Draw three cards.
Artifact Creature — Construct
When this creature dies, reveal cards from the top of your library until you reveal a nonland card with mana value 3 or less. You may cast that card without paying its mana cost. Put all revealed cards not cast this way on the bottom of your library in a random order.
Creature — Human Wizard
When this creature enters, you may search your library for an artifact card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
Creature — Plant
Defender {T}: Exchange target opponent's life total with this creature's toughness.
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Creature — Frog Rabbit
When this creature enters, until end of turn, target creature you control gains vigilance and gets +X/+X, where X is the number of creatures you control.
Creature — Chimera
All creatures able to block this creature do so. When this creature dies, draw three cards.
Creature — Squirrel Archer
Reach When this creature enters, you may forage. If you do, draw a card. (To forage, exile three cards from your graveyard or sacrifice a Food.)
Creature — Spider
Reach (This creature can block creatures with flying.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) {2}{G}: Put a +1/+1 counter on target creature you control. Activate only as a sorcery.
Creature — Kraken
Return a land you control to its owner's hand: Untap this creature. It gains hexproof until end of turn. Landfall — Whenever a land you control enters, target creature an opponent controls attacks during its controller's next combat phase if able.
Land — Town
This land enters tapped. {T}: Add {U} or {B}.
Enchantment — Aura Curse
Enchant player Whenever a creature enchanted player controls enters, that player loses 1 life and you gain 1 life.
Artifact Creature — Necron
Flying Dynastic Codes — When this creature enters from a graveyard, you draw two cards and you lose 2 life. Unearth {4}{B} ({4}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature — Merfolk Shaman
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever a creature you control with a +1/+1 counter on it dies, draw a card.
Enchantment
Whenever a creature you control enters, draw a card if its power is 3 or greater. Otherwise, put two +1/+1 counters on it.
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be activated this turn. (Mana abilities can't be targeted.)
Instant
Choose one — • Target creature gains flying until end of turn. • Target creature becomes the creature type of your choice until end of turn. • Look at the top four cards of your library, then put them back in any order.
Enchantment Creature — Elk
Bestow {1}{G} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3.
Enchantment — Aura
Flash Enchant creature When this Aura enters, untap enchanted creature. Enchanted creature gets +1/+1 and has vigilance.
Instant
Target nonland permanent's owner puts it on their choice of the top or bottom of their library. Cycling {2} ({2}, Discard this card: Draw a card.)
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Create three 1/1 white Spirit creature tokens with flying.
Enchantment
At the beginning of your upkeep, choose one — • Each player with exactly 13 life loses the game, then each player gains 1 life. • Each player with exactly 13 life loses the game, then each player loses 1 life.
Creature — Merfolk Rogue
This creature can't be blocked.
Enchantment Creature — Merfolk Wizard
Bestow {1}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) As long as this permanent is a creature, it has prowess. (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Enchanted creature gets +1/+1 and has prowess.
Creature — Human Warrior
Lifelink Praesidium Protectiva — When this creature is put into your graveyard from the battlefield, exile it and the top six cards of your library in a face-down pile. If you do, shuffle that pile and put it back on top of your library. Miracle {1}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Sorcery
Triumphant Chomp deals damage to target creature equal to 2 or the greatest power among Dinosaurs you control, whichever is greater.