Inventory last scanned: 5/2/2026, 6:39:14 PM
Enchantment — Aura
Enchant creature Enchanted creature has protection from black and from red.
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Equipped creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.) Whenever equipped creature deals combat damage to a player, you may draw a card. Equip {2}
Creature — Spider Cat Hero
Haste Discard a card, Sacrifice this creature: Draw a card.
Creature — Shapeshifter
Changeling (This card is every creature type.) When this creature enters, you may exile a creature card from your graveyard. If you do, exile target artifact or enchantment an opponent controls.
Sorcery
Until your next turn, creatures target player controls have base power and toughness 1/1. Flashback {3}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Enchantment
All creatures have haste.
Sorcery
Gain control of X target creatures and/or planeswalkers.
Instant
Target creature gets +2/+2 and gains trample until end of turn.
Instant
Massive Raid deals damage to any target equal to the number of creatures you control.
Creature — Elf Wizard
Each other creature you control enters with a number of additional +1/+1 counters on it equal to this creature's power and as a Mutant in addition to its other types.
Legendary Enchantment — Background
Commander creatures you own have "This creature enters with an additional +1/+1 counter on it" and "Other creatures you control enter with an additional +1/+1 counter on them."
Instant
Cast this spell only before attackers are declared. You choose which creatures attack this turn. You choose which creatures block this turn and how those creatures block.
Creature — Rhino Druid
At the beginning of your upkeep, each opponent chooses money, friends, or secrets. For each player who chose money, you and that player each create a Treasure token. For each player who chose friends, you and that player each create a 1/1 green and white Citizen creature token. For each player who chose secrets, you and that player each draw a card.
Creature — Vampire Cleric
{T}, Sacrifice another creature: Add {B}{B}{B}. Spend this mana only to cast Vampire, Cleric, and/or Demon spells.
Creature — Zombie Wizard
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) At the beginning of your upkeep, if this card is in your graveyard, you may pay 1 life. If you do, return it to your hand.
Artifact Creature — Vedalken Wizard
Master of Etherium's power and toughness are each equal to the number of artifacts you control. Other artifact creatures you control get +1/+1.
Creature — Human Monk
Morph {3}{W}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When this creature is turned face up, creatures you control get +2/+2 until end of turn.
Creature — Merfolk Wizard
Protection from red Elemental creatures you control get +1/+1. When this creature enters, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)
Enchantment Creature — Demon
Flying At the beginning of your upkeep, each opponent draws a card.
Creature — Merfolk
Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
Instant
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
Instant
Choose one — • Create two 3/3 colorless Golem artifact creature tokens. • Choose target artifact you control. Each other artifact you control becomes a copy of that artifact until end of turn.
Artifact — Equipment
You may have this Equipment enter as a copy of any Equipment on the battlefield.
Enchantment
Whenever a permanent you control is turned face up, you gain 1 life for each creature you control. {3}{W}: Manifest the top card of your library. (Put it 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.)
Legendary Creature — Vampire
Menace At the beginning of your end step, put a bounty counter on target creature an opponent controls. For as long as that creature has a bounty counter on it, it has "When this creature dies, each opponent draws a card and gains 2 life."
Legendary Creature — Human Warlock
Whenever you scry or surveil, draw a card. (Draw after you scry or surveil.)
Creature — Eldrazi
({C} represents colorless mana.) When this creature dies, reveal the top card of your library. You may put that card onto the battlefield if it's a permanent card with mana value 3 or less. Otherwise, put that card into your hand.
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.) Equip {2}{W}{W}
Creature — Spirit
Flying Whenever another Spirit you control enters, this creature gets +1/+1 until end of turn. Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays {X}, where X is this creature's power.
Legendary Creature — Bird Advisor
Flying {0}: You may cast target instant or sorcery card from your graveyard this turn. If that spell doesn't target a creature you control, it costs {8} more to cast this way. If that spell would be put into your graveyard, exile it instead. Activate only once each turn. (You still pay the spell's costs. Timing rules for the spell still apply.)
Legendary Creature — Vampire Cleric
Whenever one or more nontoken Vampires you control attack, create a 1/1 white Vampire creature token with lifelink.
Instant
Put a +1/+1 counter on target creature. It gains deathtouch and indestructible until end of turn.
Creature — Devil Warrior
Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature attacks, target creature gets +1/+0 until end of turn. Blitz {1}{R} (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
Land
{T}: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Artifact — Book
{T}, Put a page counter on this artifact: Scry 1. (Look at the top card of your library. You may put that card on the bottom.) {2}, {T}, Put a page counter on this artifact: Draw a card. When there are four or more page counters on this artifact, exile it. If you do, you gain 4 life.
Legendary Creature — Halfling Knight
Whenever an enchanted creature attacks one of your opponents, it gets +2/+0 and gains trample until end of turn. Whenever an Aura you control is put into your graveyard from the battlefield, exile it. Until the end of your next turn, you may cast that card.
Creature — Merfolk Scout
Whenever this creature attacks, you may tap another untapped Merfolk you control. When you do, return target creature card with mana value 3 or less from your graveyard to the battlefield.
Enchantment — Room // Enchantment — Room
Enchantment
If a red or artifact source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
Artifact — Vehicle
{5}, Exile this Vehicle and four other artifact creatures and/or Vehicles you control: Create Mechtitan, a legendary 10/10 Construct artifact creature token with flying, vigilance, trample, lifelink, and haste that's all colors. When that token leaves the battlefield, return all cards exiled with this Vehicle except this card to the battlefield tapped under their owners' control. Crew 2
Creature — Human Wizard
As this creature enters, choose a nonland card name. Spells with the chosen name can't be cast.
Instant
Draw four cards. You skip your next turn.
Enchantment
{1}{R}: You may put a creature card with total power and toughness 5 or less from your hand onto the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice that creature.
Artifact
Creatures with power 3 or greater don't untap during their controllers' untap steps.
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 two cards.
Creature — Sliver
Sliver creatures you control get +3/+3.
Artifact
When this artifact enters, you may discard a card. If you do, draw two cards. {3}, Sacrifice this artifact: Create a tapped 2/2 colorless Robot artifact creature token.
Creature — Phyrexian Wizard
When this creature enters, put up to one target instant or sorcery card from your graveyard on top of your library.
Legendary Creature — Weird Wizard
Play with the top card of your library revealed. You may cast instant and sorcery spells from the top of your library. Whenever you cast an instant or sorcery spell from your library, copy it. You may choose new targets for the copy.
Legendary Creature — Human Scout
You can't get poison counters. Creatures you control can't have -1/-1 counters put on them. Creatures your opponents control lose infect.
Legendary Creature — Human Scout
If you would get one or more poison counters, instead you get one poison counter and you can't get additional poison counters this turn. Exile Melira: Choose another target creature or artifact. When it's put into a graveyard this turn, return that card to the battlefield under its owner's control.
Sorcery
Destroy each artifact with mana value X or less.
Enchantment — Aura
Enchant creature you control When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.) Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
Legendary Artifact Creature — Wizard
{1}{U}{U}: Target permanent becomes an artifact in addition to its other types. (This effect lasts indefinitely.) {3}{U}: Gain control of target artifact. (This effect lasts indefinitely.)