Inventory last scanned: 4/27/2026, 6:21:50 PM
Instant
Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.
Sorcery
Target player shuffles their graveyard into their library. Draw a card.
Creature — Angel Berserker
Flying, trample Pay 3 life: Return this card from your graveyard to your hand. Activate only if you had an Angel or Berserker enter the battlefield under your control this turn.
Creature — Human Warrior
Flash Kicker {2}{R} (You may pay an additional {2}{R} as you cast this spell.) Flying When this creature enters, if it was kicked, it deals X damage to any target, where X is the number of attacking creatures.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) If you would gain life, you gain that much life plus 1 instead. {3}{W}: Level 2 Whenever you gain life, put a +1/+1 counter on target creature you control. {4}{W}: Level 3 When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
Creature — Vampire Cleric
Whenever another Cleric you control enters, you gain 1 life. Whenever you gain life for the first time each turn, put a +1/+1 counter on this creature.
Creature — Human Cleric
When this creature enters, you gain 2 life for each creature you control named Cleric of the Forward Order.
Creature — Gnome Wizard
Mage Hand — {T}: Untap target permanent not named Clever Conjurer. Activate only as a sorcery.
Creature — Human Wizard
Magecraft — Whenever you cast or copy an instant or sorcery spell, this creature gets +2/+2 until end of turn.
Creature — Kor Warrior
Creature — Human Ranger
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever one or more +1/+1 counters are put on one or more Humans you control, draw a card. This ability triggers only once each turn.
Creature — Elf Ranger
Gathered Swarm — Whenever one or more tokens you control enter, put a +1/+1 counter on this creature.
Artifact Creature — Wall
Defender {2}{W}, {T}: Tap target creature.
Artifact Creature — Fox
When this creature leaves the battlefield, you draw two cards and each opponent draws a card.
Artifact Creature — Gnome
Adamant — When this creature enters, if at least three mana of the same color was spent to cast it, draw a card.
Artifact Creature — Gargoyle
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.) As long as you've completed a dungeon, this creature gets +3/+0 and has flying.
Instant
This spell costs {2} less to cast during your end step. Destroy target creature or planeswalker you don't control. Put a +1/+1 counter on up to one target creature you control.
Creature — Illusion Dragon
Flying This creature can block only creatures with flying.
Creature — Bird Mutant
Flying Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Sorcery
All creatures get -X/-X until end of turn, where X is the greatest mana value of a commander you own on the battlefield or in the command zone.
Creature — Illusion
Flying Fading 3 (This creature enters with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Sorcery
Create two 1/1 white Clown Robot artifact creature tokens, then roll a six-sided die. If the result is equal to or less than the number of Robots you control, create a 1/1 white Clown Robot artifact creature token.
Sorcery
Return target creature to its owner's hand. Awaken 3—{4}{U} (If you cast this spell for {4}{U}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Instant
Return target permanent to its owner's hand. Its controller loses 3 life. Transmute {1}{U}{B} ({1}{U}{B}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Creature — Elemental
When this creature enters, if you cast it from your hand, add {R}{R}{R}.
Creature — Human Knight
Flying Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
Creature — Minotaur Berserker
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Trample
Artifact Creature — Wall
Defender This creature gets +2/+0 as long as you control an Island. {2}, {T}: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Creature — Raccoon
Descend 4 — When this creature enters, if there are four or more permanent cards in your graveyard, return target permanent card from your graveyard to your hand.
Creature — Zombie Horse
As an additional cost to cast this spell, exile a creature card from your graveyard. {3}{U}, Exile this card from your graveyard: Draw a card.
Artifact — Equipment
Equipped creature has flying. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Human Cleric
Vigilance When this creature enters, if it was the second spell you cast this turn, put a +1/+1 counter on target creature.
Artifact Creature — Construct
Reach {2}, {T}: Put target card from a graveyard on the bottom of its owner's library.
Artifact Creature — Gnome
Flash When this creature enters, target creature an opponent controls gets -2/-0 until end of turn.
Creature — Snake Elf Druid
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
Creature — Snake Ninja
Ninjutsu {1}{G} ({1}{G}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, put a +1/+1 counter on target creature you control that doesn't have a +1/+1 counter on it.
Creature — Spirit Detective
Flying When this creature dies, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Instant
Destroy target creature with toughness 4 or greater.
Sorcery
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target creature with power 4 or greater. • Destroy target enchantment. • Put a +1/+1 counter on each creature target player controls.