Bel Air, MD
Cards Tracked
8013
In Stock
8013
Rating
—
Inventory last scanned: 6/21/2026, 6:11:09 PM
Creature — Illusion
Vigilance This creature can't be blocked as long as you've cast an instant or sorcery spell this turn.
Creature — Human Wizard
{2}{U}, {T}, Exile a creature card from your graveyard: Create a 2/2 black Zombie creature token, then put a +1/+1 counter on each Zombie creature you control.
Sorcery
Hazardous Blast deals 1 damage to each creature your opponents control. Creatures your opponents control can't block this turn.
Creature — Rabbit Druid
Whenever you attack, target creature you control gets +1/+0 until end of turn. If that creature is a token, it also gains deathtouch until end of turn.
Legendary Creature — Human Warrior
Desertwalk (This creature can't be blocked as long as defending player controls a Desert.) You may play Desert lands from your graveyard. Whenever a Desert you control enters, create two 1/1 red, green, and white Sand Warrior creature tokens.
Creature — Zombie
Whenever this creature or another nontoken Zombie you control dies, create a 2/2 black Zombie creature token.
Creature — Rabbit Citizen
When this creature enters, create two 1/1 white Rabbit creature tokens.
Instant
Choose one — • Target player gains 3 life. • Prevent the next 3 damage that would be dealt to any target this turn.
Creature — Mouse Soldier
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, put a +1/+1 counter on it. When this creature dies, it deals damage equal to its power to each opponent.
Creature — Human Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) {R}, Sacrifice this creature: It deals damage equal to its power to target creature or planeswalker.
Creature — Manticore
When this creature enters, you may sacrifice another creature. When you do, this creature deals damage equal to that creature's power to any target. Embalm {5}{R} ({5}{R}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Manticore with no mana cost. Embalm only as a sorcery.)
Artifact
Activated abilities of creatures cost {1} less to activate. This effect can't reduce the mana in that cost to less than one mana.
Instant
Discard all the cards in your hand, then draw that many cards plus one. You gain life equal to the number of cards in your hand.
Creature — Angel
Flying, double strike When this creature enters, you may attach any number of Auras and Equipment you control to it. Other creatures you control get +1/+1 for each Aura and Equipment attached to this creature.
Creature — Kirin
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever this creature attacks, another target creature you control gains flying until end of turn.
Artifact — Equipment
Equipped creature gets +1/+1. Equipped creature can't be blocked by creatures with power 4 or greater. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Enchantment
Hexproof At the beginning of your upkeep, you may reveal your hand. If you do, you win the game if you own a card named Hedron Alignment in exile, in your hand, in your graveyard, and on the battlefield. {1}{U}: Scry 1.
Creature — Human Cleric
Level up {2}{W} ({2}{W}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 1/4 If a source would deal damage to you or a creature you control, prevent 1 of that damage. LEVEL 5+ 2/5 If a source would deal damage to you or a creature you control, prevent 2 of that damage.
Legendary Creature — Bear Spirit
When Hei Bai enters, reveal cards from the top of your library until you reveal a Shrine card. You may put that card onto the battlefield. Then shuffle. {W}{U}{B}{R}{G}, {T}: For each legendary enchantment you control, create a 1/1 colorless Spirit creature token with "This token can't block or be blocked by non-Spirit creatures."
Instant
Target creature gets +1/+0 until end of turn. Put a first strike counter on it.
Legendary Creature — Human Samurai
Trample Whenever a Samurai or Warrior you control attacks alone, you may cast target artifact card from your graveyard this turn.
Creature — Snake Samurai
This creature enters with a +1/+1 counter on it if you control a modified creature. (Equipment, Auras you control, and counters are modifications.)
Creature — Nightmare Squirrel
This creature enters with your choice of a flying counter or a first strike counter on it.
Creature — Human Cleric
When this creature enters, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle.
Enchantment — Aura
Enchant creature This Aura enters with four task counters on it. Enchanted creature can't attack or block. It loses all abilities and has "{T}: Remove a task counter from Heliod's Punishment. Then if it has no task counters on it, destroy Heliod's Punishment."
Creature — Human Barbarian
First strike, haste Discard a card at random: This creature gains protection from white until end of turn.
Sorcery
Sacrifice all creatures you control, then create that many 4/4 red Hellion creature tokens.
Creature — Dragon
Devour 1 (As this creature enters, you may sacrifice any number of creatures. It enters with that many +1/+1 counters on it.) This creature has flying and trample if it devoured a creature.
Creature — Dragon
Flying, haste {1}{R}: This creature gets +X/+0 until end of turn, where X is the number of artifacts you control.
Creature — Dragon
Flying Whenever this creature attacks, it deals 1 damage to target creature defending player controls.
Creature — Nightmare Dog
Discard a card: This creature gets +1/+1 until end of turn. Madness {2}{B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature — Elemental
Trample, haste At the beginning of the end step, sacrifice this creature. Unearth {1}{R} ({1}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature — Lizard Rogue
Other outlaws you control have haste. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) When this creature enters, create two 1/1 red Mercenary creature tokens with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Creature — Elemental
Flying, haste At the beginning of the end step, sacrifice this creature. Unearth {4}{R} ({4}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Enchantment — Aura
Enchant creature As long as enchanted creature is blue, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, draw a card." As long as enchanted creature is black, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, that player discards a card."
Creature — Cat
When this creature enters, draw a card.
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield tapped.
Artifact
When this artifact enters, you draw a card and you lose 1 life. {B}, {T}, Sacrifice this artifact: Each equipped creature and Equipment you control gains deathtouch until end of turn.
Artifact Creature — Golem
Adamant — If at least three mana of the same color was spent to cast this spell, this creature enters with a +1/+1 counter on it.
Creature — Human Warlock
Circle of Death — {5}{B}: Roll a d20. 1—9 | Each opponent loses 2 life. 10—19 | Each opponent loses 2 life and you gain 2 life. 20 | Each opponent loses 2 life and you gain 2 life. Create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Zombie Warrior
When this creature dies, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Creature — Angel
Flying {3}{W}: Put a +1/+1 counter on another target creature with flying.
Enchantment Creature — Demon
Bestow {3}{B}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Flying At the beginning of your upkeep, you lose 1 life. Enchanted creature gets +3/+3 and has flying.
Sorcery
Target player draws X cards. Create a token that's a copy of up to one target creature with mana value X or less.
Artifact Creature — Nautilus
Vigilance {1}{U}: This creature gets +3/-3 until end of turn.
Creature — Satyr Soldier
When this creature enters, create a 1/1 red Satyr creature token with "This token can't block." Whenever you cast a spell that targets this creature, creatures you control get +1/+0 until end of turn.
Instant
Target player gains 7 life.
Instant
Kicker {1}{R} (You may pay an additional {1}{R} as you cast this spell.) Creatures you control get +2/+1 until end of turn. If this spell was kicked, those creatures also gain trample until end of turn.
Sorcery
Create two 1/1 white Soldier creature tokens. Until end of turn, creatures you control get +1/+1 and gain haste. (They can attack and {T} this turn.)
Creature — Human Warrior
Vigilance Whenever another Human you control enters, put a +1/+1 counter on this creature. {T}: Add X mana of any one color, where X is this creature's power.
Creature — Spirit
Flying {3}{W}, Exile this card from your graveyard: Create two 1/1 white Spirit creature tokens with flying. Activate only if you control an enchantment and only as a sorcery.