1700 South Broadway Street, Moore, OK, 73160-7736
Cards Tracked
3888
In Stock
3888
Rating
—
Inventory last scanned: 6/16/2026, 6:07:08 PM
Creature — Fungus
{2}, Sacrifice this creature: Choose one — • Destroy target artifact. • Destroy target enchantment. • Draw a card. Then you may put a land card from your hand onto the battlefield tapped.
Enchantment
Creature tokens you control have "{T}: Add one mana of any color." Whenever one or more creature cards leave your graveyard, create a 0/1 green Plant creature token, then put a +1/+1 counter on each Plant you control.
Land — Town
This land enters tapped. {T}: Add {W} or {B}.
Instant
Creatures you control get +2/+1 until end of turn.
Creature — Human Knight
When this creature enters, creatures you control get +1/+1 until end of turn.
Creature — Angel Cleric
Flying When this creature enters, you gain 1 life and draw a card.
Artifact — Food
Flash When this artifact enters, draw a card. {2}, {T}, Sacrifice this artifact: You gain 3 life.
Artifact
Flash As this artifact enters, choose a creature type. Creatures you control of the chosen type get +1/+1.
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
Artifact — Bobblehead
{T}: Add one mana of any color. {5}, {T}: Draw X cards, where X is the number of Bobbleheads you control.
Artifact Creature — Robot
Flying When this creature enters, return target artifact or creature card from your graveyard to your hand. Void — At the beginning of your end step, if a nonland permanent left the battlefield this turn or a spell was warped this turn, put a +1/+1 counter on this creature.
Enchantment — Aura
Enchant permanent Enchanted permanent can't attack, block, or crew Vehicles. Its activated abilities can't be activated unless they're mana abilities.
Sorcery
Scry 3, then reveal the top card of your library. Draw cards equal to that card's mana value. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Enchantment
When this enchantment enters, each opponent loses 1 life, you gain 1 life, and you draw a card. Whenever you commit a crime, you may return this enchantment to its owner's hand. (It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Instant
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.) Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Creature — Human Scout
Trample When this creature enters, another target Human you control gets +2/+2 until end of turn.
Creature — Human Scout
Reach {T}: Add {G}. {T}: Add two mana of any one color. Spend this mana only to cast Mount or Vehicle spells.
Creature — Insect Citizen
{3}: Put a +1/+1 counter on this creature. Activate only as a sorcery.
Creature — Spirit
Vigilance {T}, Sacrifice a Room: This creature deals 2 damage to each opponent. Draw a card.
Instant
Invasive Maneuvers deals 3 damage to target creature. It deals 5 damage instead if you control a Spacecraft.
Creature — Dwarf Artificer
At the beginning of your end step, if you haven't cast a spell from your hand this turn and this creature doesn't have a flying counter on it, put a flying counter on it.
Enchantment
This enchantment enters with four +1/+1 counters on it. Modified creatures you control have haste. (Equipment, Auras you control, and counters are modifications.) Remove a +1/+1 counter from this enchantment: Put a +1/+1 counter on target creature you control. Activate only as a sorcery and only once each turn.
Legendary Creature — Human Cleric
{T}: Untap another target permanent. {T}: Untap two other target legendary creatures.
Creature — Wolverine
When this creature enters, exile the top card of your library. Until end of turn, you may play that card. Plot {2}{R} (You may pay {2}{R} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Legendary Creature — Alien Warrior
Trample Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) Paradox — Whenever you cast a spell from anywhere other than your hand, create a 2/2 red Alien Warrior creature token.
Creature — Elf Warrior
{3}{G}: This creature gets +2/+2 until end of turn.
Artifact Creature — Construct
This creature enters with a +1/+1 counter on it. When this creature dies, if it had counters on it, put those counters on target creature you control.
Artifact Creature — Golem
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, put a +1/+1 counter on target creature.
Creature — Giant Warrior
Reach Whenever you cast your second spell each turn, this creature deals 2 damage to target opponent. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Artifact Creature — Demon
Vigilance, reach, trample
Artifact Creature — Boar
Trample, haste Channel — {1}{R}, Discard this card: Target creature gets +3/+1 and gains trample until end of turn.
Creature — Insect
When this creature enters, put a +1/+1 counter on target creature.
Creature — Elf Warrior
Discard a card: This creature gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
Creature — Gremlin
Menace (This creature can't be blocked except by two or more creatures.) Whenever another creature you control with power 2 or less enters, you may discard a card. If you do, draw a card. Do this only once each turn.