Inventory last scanned: 5/15/2026, 6:35:30 PM
Sorcery
Destroy target nonland permanent and all other permanents with the same name as that permanent.
Legendary Creature — Elemental
Creatures you control have haste. Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Then do it again.)
Legendary Creature — Human Elf Cleric
At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control. {3}{G}{G}: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
Land
When this land enters, sacrifice it. When you do, search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Artifact Creature — Construct
Whenever you cast a multicolored spell, put a +1/+1 counter on this creature.
Instant
Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it.
Artifact Creature — Goblin Construct
When this creature dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") {2}, {T}: Exile target card from a graveyard.
Artifact — Vehicle
When this Vehicle enters, create a 1/1 colorless Hero creature token. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact Creature — Robot Soldier
This creature gets +1/+0 as long as you control another artifact. {2}{W}: Search your library for a card named Magitek Infantry, put it onto the battlefield tapped, then shuffle.
Artifact — Equipment
A Test of Your Reflexes! — When this Equipment enters, you may attach it to target creature you control. If you do, that creature gains first strike until end of turn and must be blocked this turn if able. Equipped creature gets +2/+1. Equip {2}
Instant
Magma Opus deals 4 damage divided as you choose among any number of targets. Tap two target permanents. Create a 4/4 blue and red Elemental creature token. Draw two cards. {U/R}{U/R}, Discard this card: Create a Treasure token.
Creature — Avatar
Trample, reach Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it. Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 until end of turn for each color of mana spent to cast that spell.
Creature — Elemental Pirate
Whenever you discard one or more cards, this creature deals that much damage to each opponent. Cycling {1}{R} ({1}{R}, Discard this card: Draw a card.) When you cycle this card, it deals 1 damage to each opponent.
Creature — Phyrexian Warrior
Haste When this creature enters, put two oil counters on target artifact or creature you control. At the beginning of your end step, return this creature to its owner's hand unless you remove two oil counters from it.
Artifact Creature — Construct
When this creature enters, return target Equipment card from your graveyard to the battlefield attached to this creature. Whenever you sacrifice an artifact, put a +1/+1 counter on this creature.
Artifact
{T}: Add {C}. {4}, {T}: Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Legendary Creature — Elemental Bird
Flying, trample Ward—Discard a card. Creatures your opponents control have base toughness 1.
Legendary Creature — Human Noble
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Exhaust — {3}: Put a double strike counter on Mai. (Activate each exhaust ability only once.)
Instant
Until end of turn, target artifact or creature becomes a 4/4 Angel artifact creature and gains flying. Draw a card.
Instant
Destroy target artifact, enchantment, or creature with power 4 or greater.
Instant
Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Enchantment
When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield. You gain 2 life.
Creature — Plant Horror
Bad Breath — When this creature enters, each opponent discards a card, loses 2 life, and exiles the top three cards of their library. Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
Artifact Creature — Phyrexian Drone
Flying, vigilance When this creature dies, draw a card.
Legendary Creature — Phyrexian Elephant Wizard
When Malcator enters, create a 3/3 colorless Phyrexian Golem artifact creature token. At the beginning of your end step, if three or more artifacts entered the battlefield under your control this turn, create a 3/3 colorless Phyrexian Golem artifact creature token.
Sorcery
Reveal the top four cards of your library. You may put a permanent card from among them into your hand. Put the rest into your graveyard. Create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add {C}."
Enchantment — Aura
Enchant artifact or creature When this Aura enters, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step.
Sorcery
Create a 5/5 green Elephant creature token. Harmonize {5}{G}{U}{R} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by {X}, where X is its power. Then exile this spell.)
Enchantment
This enchantment enters with X charge counters on it. Remove a charge counter from this enchantment: Add one mana of any color. Activate only once each turn. At the beginning of your upkeep, if this enchantment has no charge counters on it, return it to its owner's hand.
Sorcery
Add {R} for each tapped land your opponents control.
Creature — Dragon
Flying Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.
Artifact Creature — Phyrexian Cleric
Lifelink Whenever another artifact you control enters, this creature gets +1/+1 until end of turn.
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1 and has flying. Equip {3}{W}
Legendary Creature — Human Cleric
Lifelink Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card. Whenever an opponent casts their second spell each turn, draw a card.
Instant
Manhole Missile deals 3 damage to target creature. You may put a card from your hand on the bottom of your library. If you do, draw a card.
Token Creature — Mouse Soldier
At the beginning of combat on your turn, target Mouse you control gains your choice of double strike or trample until end of turn. (This token's mana cost is {1}{R}.)
Legendary Creature — Elf Faerie Noble
Flying Whenever Maralen or another Elf or Faerie you control enters, exile the top two cards of target opponent's library. Once each turn, you may cast a spell with mana value less than or equal to the number of Elves and Faeries you control from among cards exiled with Maralen this turn without paying its mana cost.
Creature — Vampire Cleric
Whenever you gain life, each opponent loses 1 life.
Creature — Shark Pirate
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
Creatures you control have base power and toughness 6/6 and are Oozes in addition to their other types. Whenever an opponent casts a spell, if it's not their turn, you create a 3/3 green Elephant creature token.
Creature — Human Scout
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.) {1}: Add {R}, {W}, or {B}. Activate only once each turn.
Artifact
When this artifact enters, search your library for a basic Mountain, Plains, or Swamp card, reveal it, put it into your hand, then shuffle. {2}{R}{W}{B}, {T}, Sacrifice this artifact: Create three 1/1 red Warrior creature tokens. They gain menace and haste until end of turn. Activate only as a sorcery. (A creature with menace can't be blocked except by two or more creatures.)
Artifact Creature — Construct
This creature enters with X +1/+1 counters on it. {4}: Put a +1/+1 counter on this creature. When this creature dies, draw a card for each +1/+1 counter on it.
Creature — Spirit Detective
Whenever another creature you control with power 2 or less enters, this creature gains flying until end of turn.
Creature — Vampire Warrior
Double strike (This creature deals both first-strike and regular combat damage.) Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Creature — Vampire Soldier
Whenever this creature or another Vampire you control enters, this creature fights up to one target creature an opponent controls. Whenever a creature dealt damage by this creature this turn dies, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Creature — Vampire Warrior
Haste (This creature can attack and {T} as soon as it comes under your control.) When this creature enters, up to two target creatures can't block this turn.
Artifact — Vehicle
When this Vehicle enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle. Exhaust — {W}{U}{B}{R}{G}: This Vehicle becomes an artifact creature. Put two +1/+1 counters on it. (Activate each exhaust ability only once.) Crew 5
Sorcery
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.
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.)
Creature — Human Rogue
Flash (You may cast this spell any time you could cast an instant.) {2}{B}: This creature gets +1/+1 until end of turn.
Creature — Spider Cat Hero
Haste Discard a card, Sacrifice this creature: Draw a card.
Creature — Phyrexian Wurm
When this creature enters, creatures your opponents control get -2/-2 until end of turn. Whenever a creature an opponent controls dies, that player loses 2 life.