Inventory last scanned: 4/27/2026, 6:41:43 PM
Artifact — Food
When this artifact enters and when you sacrifice it, create a 1/1 white Rabbit creature token and scry 1. (Look at the top card of your library. You may put that card on the bottom.) {2}, {T}, Sacrifice this artifact: You gain 3 life.
Creature — Human Advisor
Sacrifice another creature: This creature gains protection from the color of your choice until end of turn.
Legendary Creature — Human Warrior
Whenever Carth enters or a planeswalker you control dies, look at the top seven cards of your library. You may reveal a planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Planeswalkers' loyalty abilities you activate cost an additional [+1] to activate.
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, you may put a -1/-1 counter on target creature. Enchanted creature gets +1/+1 and has lifelink.
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, create a 1/1 white Warrior creature token with vigilance. Enchanted creature gets +1/+1 and has first strike. (It deals combat damage before creatures without first strike.)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, you may have enchanted creature fight target creature an opponent controls. (Each deals damage equal to its power to the other.) Enchanted creature gets +1/+1 and has trample.
Creature — Spirit
Defender (This creature can't attack.) When this creature enters, draw a card.
Land
Indestructible {T}: Add {C}. {5}, {T}: Add five mana in any combination of colors.
Enchantment — Case
When this Case enters, discard a card, then draw two cards. To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
Enchantment — Case
When this Case enters, choose target creature you don't control. Each creature you control deals 1 damage to that creature. To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.) Solved — Creatures you control get +1/+0.
Enchantment — Case
You may play an additional land on each of your turns. To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.) Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Enchantment — Case
Whenever a Detective you control enters or is turned face up, put a +1/+1 counter on it. To solve — You control three or more Detectives. (If unsolved, solve at the beginning of your end step.) Solved — If one or more tokens would be created under your control, those tokens plus a Clue token are created instead. (It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Enchantment — Case
When this Case enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle. To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.
Enchantment — Case
At the beginning of your upkeep, surveil 1. To solve — There are fifteen or more cards in your graveyard. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast a nonlegendary creature spell, copy that spell. (The copy becomes a token.)
Enchantment — Case
When this Case enters, distribute two +1/+1 counters among one or two target creatures you control. To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Legendary Creature — Human Berserker
Haste When Casey Jones enters, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Creature — Human Berserker
When Casey Jones enters, draw three cards. At the beginning of your next upkeep, discard three cards at random.
Enchantment
Untapped creatures you control get +0/+2.
Land
This land enters tapped unless you control a Mountain. {T}: Add {R}. {1}{R}{R}, {T}: Creatures you control get +1/+0 until end of turn.
Land
This land enters tapped unless you control a Forest. {T}: Add {G}. {2}{G}{G}, {T}: Add six {G}. Spend this mana only to cast creature spells or activate abilities of creatures.
Land
This land enters tapped unless you control an Island. {T}: Add {U}. {2}{U}{U}, {T}: Scry 2.
Sorcery
Choose one or more — • Destroy target artifact. • Destroy target creature. • Destroy target enchantment. • Destroy target land. • Destroy target planeswalker.
Creature — Human Citizen
When this creature enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Whenever you gain life for the first time during each of your turns, create a 1/1 white Cat creature token.
Artifact Creature — Construct
Vigilance When this creature enters, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.
Creature — Eldrazi Drone
Devoid (This card has no color.) When this creature enters, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add {C}." Whenever another creature you control dies, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Human Soldier
Flash {1}, Sacrifice this creature: Destroy target artifact or enchantment.
Artifact — Equipment
Equipped creature gets +0/+3 and has vigilance. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
The owner of target artifact or enchantment an opponent controls shuffles it into their library. You may shuffle up to four target cards from your graveyard into your library.
Instant
Choose one — • Cathartic Pyre deals 3 damage to target creature or planeswalker. • Discard up to two cards, then draw that many cards.
Sorcery
As an additional cost to cast this spell, discard two cards. Draw three cards.
Creature — Human Cleric
Each creature you control with a counter on it has ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) {T}: Put a +1/+1 counter on target creature that entered this turn.
Instant
This spell can't be countered. (This includes by the ward ability.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Suspect it. (It has menace and can't block.)
Artifact
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life. {1}{B}{G}, {T}, Sacrifice a creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Creature — Insect
{1}{G}, Sacrifice this creature: Destroy target artifact or enchantment.
Instant
As an additional cost to cast this spell, behold a Dragon or pay {1}. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.) Target creature gets -3/-3 until end of turn.
Creature — Pegasus
Flying Whenever this creature attacks, each attacking Human gains flying until end of turn.
Creature — Dinosaur
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) {3}{G}: This creature can't be blocked by creatures with power 2 or less this turn.
Land
As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land — Cave
{T}: Add {C}. {2}: This land becomes a 3/3 Elemental creature until end of turn. It's still a Cave land. Activate only if the number of other Caves you control plus the number of Cave cards in your graveyard is three or greater.
Land
{T}: Add {C}. {T}: Add {W} or {B}. This land deals 1 damage to you.
Instant // Sorcery
Legendary Creature — Elf Noble
Whenever you attack with one or more Elves, scry 1. Whenever you scry, Celeborn gets +1/+1 until end of turn for each card looked at while scrying this way.
Artifact Creature — Clown Robot
At the beginning of combat on your turn, roll two six-sided dice. For each result of 1, this creature gets +1/+1 until end of turn. For each other result, it gains the indicated ability until end of turn. If you rolled doubles, it also gains double strike until end of turn. • 2 — menace • 3 — vigilance • 4 — lifelink • 5 — flying • 6 — indestructible
Creature — Elf Druid
Alliance — Whenever another creature you control enters, put a +1/+1 counter on this creature.
Legendary Creature — Human Wizard Knight
When Celes enters, discard any number of cards, then draw that many cards plus one. Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control.
Instant
Exile target black or red permanent.
Creature — Unicorn
Whenever you gain life, put a +1/+1 counter on this creature.
Creature — Zombie
Menace When this creature enters or dies, exile another card from a graveyard. When you do, choose one — • Remove X counters from target permanent, where X is the mana value of the exiled card. • Target creature an opponent controls gets -X/-X until end of turn, where X is the mana value of the exiled card.
Creature — Wolf
Vigilance Whenever this creature enters or attacks, exile a card from a graveyard. Spells you cast cost {1} less to cast for each card type they share with cards exiled with this creature.
Creature — Zombie
Other Zombie creatures you control get +1/+1. {2}{B}, {T}: Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.