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
Instant
Until end of turn, target creature gets +2/+2, gains flying, and becomes a Horror enchantment creature in addition to its other types.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {B} or {G}.
Legendary Creature — Human Shaman
Whenever you sacrifice a permanent, put a +1/+1 counter on Juri. When Juri dies, it deals damage equal to its power to any target.
Sorcery
Target player discards two cards. Ninjas and Rogues you control gain menace until end of turn. (They can't be blocked except by two or more creatures.)
Creature — Spirit
Sacrifice this creature: Destroy target enchantment.
Creature — Spirit
When this creature enters, return target artifact card with mana value 3 or less from your graveyard to the battlefield. It gains haste. Sacrifice it at the beginning of the next end step.
Creature — Spirit
When this creature enters, choose one — • Return up to one target Ninja or Rogue creature card from your graveyard to your hand. • Put target creature card from your graveyard on top of your library.
Creature — Spirit
When this creature enters, if you control an artifact and an enchantment, you draw a card and you gain 1 life.
Instant
Kami's Flare deals 3 damage to target creature or planeswalker. Kami's Flare also deals 2 damage to that permanent's controller if you control a modified creature. (Equipment, Auras you control, and counters are modifications.)
Creature — Turtle Ninja
Ninjutsu {1}{G} This creature enters with a deathtouch counter on it. Whenever this creature deals combat damage to a player, you may remove a deathtouch counter from it. When you do, exile target artifact or enchantment that player controls.
Creature — Zombie Berserker
When this creature enters, up to two target creatures each get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Creature — Dog
Vigilance Permanents your opponents control can't be turned face up during your turn. Whenever you attack with three or more creatures, creatures you control get +1/+1 until end of turn.
Creature — Lizard Warrior
Defender As long as this creature's power is 5 or greater, it can attack as though it didn't have defender.
Legendary Creature — Phyrexian Rat
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) Other Rats you control have toxic 1. When Karumonix enters, look at the top five cards of your library. You may reveal any number of Rat cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in a random order.
Artifact Creature — Robot Soldier
Whenever this creature attacks, you may pay {2}. If you do, create a 2/2 colorless Robot artifact creature token that's tapped and attacking. Sacrifice that token at end of combat.
Creature — Kavu Soldier
Reach 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.
Artifact Creature — Robot Scout
{T}: Target creature you control gets +1/+1 and gains haste until end of turn. Activate only as a sorcery.
Creature — Kavu Soldier
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, create a Lander token. At the beginning of the end step on your next turn, sacrifice that token. (It's an artifact with "{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Instant
Choose one — • Keep Out deals 4 damage to target tapped creature. • Destroy target enchantment.
Creature — Human Warrior
When this creature enters, you may discard a card. If you do, draw a card.
Artifact
{1}, {T}, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. {3}, {T}, Sacrifice this artifact: Lock or unlock a door of target Room you control. Activate only as a sorcery.
Enchantment
Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment. Remove three quest counters from this enchantment and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Artifact — Equipment
When this Equipment enters, manifest dread, then attach this Equipment to that creature. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) Equipped creature has menace. Equip {2}
Sorcery
For each creature, its controller sacrifices it unless they pay X life.
Instant
Target creature gets +1/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Kindred Sorcery — Elemental
Create a token that's a copy of target creature you control, except it has haste and "At the beginning of the end step, sacrifice this token." Flashback—{1}{R}, Behold three Elementals. (You may cast this card from your graveyard for its flashback cost. Then exile it. To behold an Elemental, choose an Elemental you control or reveal an Elemental card from your hand.)
Creature — Kithkin Citizen
As an additional cost to cast this spell, behold a Kithkin or pay {2}. (To behold a Kithkin, choose a Kithkin you control or reveal a Kithkin card from your hand.) Whenever another creature you control enters, this creature gets +1/+1 until end of turn.
Creature — Kithkin Soldier
First strike, lifelink Whenever this creature attacks, you may put a creature card with mana value X or less from your hand onto the battlefield tapped and attacking, where X is the number of attacking creatures you control.
Artifact — Equipment
Equipped creature gets +1/+0 and has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Elemental
Vivid — When this creature enters, create X 1/1 green and white Kithkin creature tokens, where X is the number of colors among permanents you control. Tap three untapped creatures you control: This creature gets +3/+0 and gains flying until end of turn.
Creature — Kithkin Knight
Double strike
Creature — Fox Pilot
Whenever a Vehicle you control attacks, choose one — • That Vehicle gains first strike until end of turn. • Untap this creature.
Artifact — Clue Equipment
During your turn, equipped creature gets +1/+0 and has first strike. {2}, Sacrifice this Equipment: Draw a card. Equip {2}
Creature — Human Knight
When this creature enters, create a 1/1 white Human Soldier creature token. Warp {1}{W} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature — Human Knight
Vigilance When this creature enters, create a 2/2 white and blue Knight creature token with vigilance.
Creature — Human Knight
Whenever you draw your second card each turn, put a +1/+1 counter on this creature.