Inventory last scanned: 5/16/2026, 6:38:56 PM
Creature — Djinn Sorcerer
Whenever this creature enters or attacks, you may draw a card. If you do, discard a card.
Artifact
When this artifact enters, create a 1/1 white Spirit creature token with flying. Whenever you create one or more creature tokens, put a story counter on this artifact. {W}, {T}, Remove a story counter from this artifact: Draw a card.
Artifact — Equipment
When this Equipment enters, create a 1/1 colorless Shapeshifter creature token with changeling. (It's every creature type.) Equipped creature gets +1/+1 and is all creature types. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
Tap target creature or Vehicle, then put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Human Warrior
Menace (This creature can't be blocked except by two or more creatures.) Whenever one or more counters are put on a creature you control, if it's the first time counters have been put on that creature this turn, put a +1/+1 counter on that creature.
Creature — Angel Warrior
You may pay {1}{W} and exile a creature card from your graveyard rather than pay this spell's mana cost. Flying
Creature — Mouse
Exhaust — {3}{G}: Put a +1/+1 counter on this creature. Create a 3/3 green Elephant creature token. (Activate each exhaust ability only once.)
Instant
Destroy target creature with power 3 or greater.
Creature — Bat Cleric
Flying At the beginning of your end step, if you gained or lost life this turn, look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Human Cleric
Enchantment spells you cast cost {1} less to cast. Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on this creature.
Artifact — Equipment
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, when it enters, they create a tapped 1/1 blue Fish creature token.) When this Equipment enters, if the gift was promised, attach this Equipment to target creature you control. Equipped creature gets +3/+3 and loses flying. Equip {3}
Sorcery
Look at twice X cards from the top of your library. Put X cards from among them into your hand and the rest into your graveyard. You lose X life.
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
Legendary Creature — Human Hero
Flying When Starling enters, another target creature you control gains flying until end of turn.
Creature — Bat Cleric
Flying At the beginning of your end step, if you gained or lost life this turn, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Artifact
{T}: Add {W}. {1}{W}, {T}: Target creature gets +1/+1 and gains flying until end of turn. Activate only as a sorcery.
Creature — Human Scout
Flying Whenever this creature attacks, another target creature you control gains flying until end of turn. Attacking tokens you control have flying.
Creature — Bat Warlock
Flying, vigilance At the beginning of your end step, if you gained or lost life this turn, target opponent loses 3 life unless they sacrifice a nonland permanent of their choice or discard a card.
Instant
Starstorm deals X damage to each creature. Cycling {3} ({3}, Discard this card: Draw a card.)
Artifact
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) {T}: Add one mana of any color. Max speed — {T}, Sacrifice this artifact: Draw two cards, then discard a card.
Creature — Sloth Beast
Trample, lifelink At the beginning of combat on your turn, exile up to one target card from a graveyard.
Enchantment
Flash (You may cast this spell any time you could cast an instant.) When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield.
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. You get {E}{E} (two energy counters). At the beginning of your first main phase, sacrifice this enchantment unless you pay {E}.
Enchantment
Flash This spell costs {1} less to cast for each attacking creature. When this enchantment enters, exile target artifact or creature an opponent controls until this enchantment leaves the battlefield.
Creature — Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.) When this creature dies, put a +1/+1 counter on target creature you control.
Creature — Unicorn
{3}{W}: Creatures you control get +1/+1 and gain vigilance until end of turn. Activate only during your turn. (Attacking doesn't cause them to tap.)
Sorcery
Choose one or both — • Target player discards any number of cards, then draws that many cards. • Steal the Show deals damage equal to the number of instant and sorcery cards in your graveyard to target creature or planeswalker.
Creature — Weird Detective
Flying, vigilance When this creature enters, draw two cards. Then discard two cards unless you discard an instant or sorcery card or a creature card with flying.
Token Creature — Lizard Warlock
When this creature dies, it deals 1 damage to target player. (This token's mana cost is {1}{R}.)
Artifact Creature — Dragon
Flying {2}: This creature gets +1/+0 until end of turn. {X}: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
Artifact Creature — Construct
{T}: Put a +1/+1 counter on each artifact creature you control.
Creature — Turtle Hydra
This creature enters with X +1/+1 counters on it. {2}{G}, Remove a +1/+1 counter from this creature: Destroy target artifact or enchantment.
Token Creature — Mouse Soldier
Vigilance Whenever an opponent casts a noncreature spell, put a +1/+1 counter on this creature. (This token's mana cost is {2}{W}.)
Legendary Creature — Dinosaur Villain
Menace (This creature can't be blocked except by two or more creatures.) Dinosaur Formula — {1}{R}, Discard this card: Until end of turn, target creature you control gets +3/+1 and becomes a Dinosaur in addition to its other types.
Creature — Human Druid
When this creature enters, exile up to three target land cards from your graveyard. Creatures you control have all activated abilities of all land cards exiled with this creature.
Creature — Frog Warrior
Reach When this creature enters, return up to one other target permanent you control to its owner's hand.
Legendary Creature — Moogle
Lifelink {2}, {T}: Target opponent gains control of another target permanent you control. If they do, you draw a card.
Creature — Goblin Warrior
{1}{R}, {T}, Blight 1: This creature deals 2 damage to each opponent. (To blight 1, put a -1/-1 counter on a creature you control.)
Creature — Phyrexian Warlock
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When this creature dies, create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This token can't block."
Enchantment Creature — Fish
Whenever you cast your first spell during each opponent's turn, you may tap or untap target nonland permanent.
Creature — Rhino Bard
When this creature enters, look at the top X cards of your library, where X is the number of creatures you control. Put one of those cards into your hand and the rest into your graveyard.
Creature — Zombie
When this creature enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.)
Sorcery
Look at the top five cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Enchantment
Whenever you put one or more +1/+1 counters on a creature you control, put a supply counter on this enchantment. {2}, Remove a supply counter from this enchantment: Draw a card.
Legendary Creature — Insect Mutant Scientist
Flying When Stockman enters, draw a card, then discard a card. Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Creature — Elf Druid
{1}{B/G}, Exile this card from your graveyard: Create a 2/2 black and green Elf creature token. Activate only as a sorcery.
Instant
Choose target creature you control and target Equipment. Gain control of that Equipment until end of turn. Attach it to the chosen creature. When you lose control of that Equipment this turn, if it's attached to a creature you control, unattach it.
Instant
Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking. A creature with first strike deals combat damage before creatures without first strike.)
Sorcery
Return target creature with mana value X to its owner's hand. You create X 1/1 blue Faerie creature tokens with flying.
Instant
Kicker—Sacrifice an artifact or creature. (You may sacrifice an artifact or creature in addition to any other costs as you cast this spell.) Target creature gets -2/-2 until end of turn. If this spell was kicked, that creature gets -5/-5 until end of turn instead.
Creature — Spirit Chimera
{W}, Exile this card from your graveyard: You gain 2 life. Surveil 1. Activate only as a sorcery. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Kor Artificer Ally
Equipped creatures you control get +1/+1. Whenever an equipped creature you control dies, draw a card.
Artifact Creature — Snake
Reach, trample, protection from multicolored This creature enters with X +1/+1 counters on it.
Sorcery
Storm (When you cast this spell, copy it for each spell cast before it this turn.) Exile an instant or sorcery card with mana value 3 or less from your graveyard at random. You may cast it without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Sorcery
Return all creature cards from your graveyard to the battlefield. Each of them is a 1/1 Spirit with flying in addition to its other types. Exile Storm of Souls.
Sorcery
Storm's Wrath deals 4 damage to each creature and each planeswalker.
Creature — Dwarf Shaman
This creature gets +1/+0 for each artifact you control. Magecraft — Whenever you cast or copy an instant or sorcery spell, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Artifact — Equipment
Equipped creature gets +3/+0. Whenever equipped creature attacks, draw a card if you control three or more attacking creatures. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Dragon
Flying, haste, protection from white {5}{R}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, it deals damage to each opponent equal to the number of cards in that player's hand.