Inventory last scanned: 4/27/2026, 2:25:40 AM
Creature — Human Peasant
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) When this creature enters, create a 3/1 green Boar creature token.
Sorcery
Destroy target artifact or enchantment. You gain 3 life.
Artifact Creature — Bird
Flying Whenever this creature attacks, if you control three or more tokens, this creature gets +2/+0 and gains first strike until end of turn.
Artifact
When this artifact enters, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") Whenever you sacrifice a Blood token, you may have this artifact become a 3/3 Vampire artifact creature with haste until end of turn.
Creature — Kor Survivor
Survival — At the beginning of your second main phase, if this creature is tapped, return target creature card with mana value 3 or less from your graveyard to your hand.
Artifact — Equipment
Equipped creature gets +2/+0. Whenever equipped creature attacks, you may sacrifice a permanent other than that creature or this Equipment. If you do, draw a card. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Human Assassin
Menace {2}, Sacrifice another creature or enchantment: Put a +1/+1 counter on this creature. At the beginning of your end step, if you sacrificed one or more permanents this turn, this creature deals that much damage to any target.
Creature — Human Archer
When this creature enters, choose up to one — • Destroy target artifact an opponent controls. • This creature fights target Zombie an opponent controls.
Instant
Look at the top four cards of your library. Put two of those cards into your hand and the rest into your graveyard.
Sorcery
Exile target creature card from your graveyard. Create X 1/1 white Bird creature tokens with flying, where X is the exiled card's toughness.
Creature — Crab Skeleton
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, target player mills two cards. (They put the top two cards of their library into their graveyard.)
Creature — Bird Horror
Flying Whenever you attack with one or more creatures, target player mills that many cards. (To mill a card, a player puts the top card of their library into their graveyard.) {2}{U}: Put this card from your graveyard into your library second from the top.
Enchantment
{1}, Discard a card: Create a 0/3 blue Crab creature token. Delirium — Crabs you control get +1/+1 as long as there are four or more card types among cards in your graveyard.
Creature — Drake
Flying When this creature enters, return two target lands you control to their owner's hand.
Enchantment
Whenever a creature you control enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) Whenever you cast a spell that targets a creature you control, draw a card.
Creature — Zombie
{T}, Discard a creature card: Draw a card.
Instant
Until end of turn, target creature becomes a blue Serpent with base power and toughness 5/5.
Enchantment — Aura
Enchant creature Enchanted creature gets -3/-0. {3}{U}{U}: Put enchanted creature into its owner's library third from the top.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature gets +1/+3.
Creature — Human Survivor
Survival — At the beginning of your second main phase, if this creature is tapped, put a +1/+1 counter on target creature.
Creature — Elemental
Deathtouch Whenever this creature enters or attacks, each opponent loses 2 life. You gain 2 life and draw a card.
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. {4}{W}: Exile enchanted creature. Create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Enchantment
Creatures you control with +1/+1 counters on them have base power and toughness 4/4, have flying, and are Angels in addition to their other types.
Creature — Human Knight
As long as you've put one or more +1/+1 counters on a creature this turn, this creature has trample and lifelink. {1}{G}{W}: Target creature you control with a +1/+1 counter on it gains trample and lifelink until end of turn.
Creature — Rat Ninja
Ninjutsu {U}{B} ({U}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Ninjutsu abilities you activate cost {1} less to activate. Other Ninja and Rogue creatures you control get +1/+1.
Creature — Phyrexian Imp
Flying Discard a card: Add {B}.
Creature — Vampire Assassin
When this creature enters, target creature an opponent controls gets -2/-2 until end of turn if that opponent controls no other creatures.
Creature — Insect Skeleton
Flying Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Zombie Drake
Flying When this creature enters, you may exile two creature cards from your graveyard. If you do, draw a card.
Artifact Land
This land enters tapped. Indestructible {T}: Add {R} or {G}.
Sorcery
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Target creature you control fights up to one target creature you don't control.
Enchantment — Room // Enchantment — Room
Creature — Wolf
{1}{G}: This creature gets +2/+2 until end of turn. Activate only once each turn.
Enchantment — Aura
Enchant creature When this Aura enters, if you control a token, tap enchanted creature, then scry 2. Enchanted creature doesn't untap during its controller's untap step.
Artifact Creature — Salamander
Affinity for artifacts Artifact landcycling {2} ({2}, Discard this card: Search your library for an artifact land card, reveal it, put it into your hand, then shuffle.)
Creature — Elemental
Flying When this creature enters, create two 1/1 white Bird creature tokens with flying. Evoke {3}{W} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature — Vedalken Wizard
When this creature enters, create a 1/1 green Squirrel creature token and a 0/3 blue Crab creature token. When this creature dies, create a token that's a copy of target token you control.
Creature — Specter
Flying When this creature enters, you may exile one or more creature cards from your graveyard. When you do, each other creature gets -X/-X until end of turn, where X is the number of cards exiled this way.
Creature — Human Peasant
Vigilance At the beginning of combat on your turn, you may pay {1}. When you do, create a Sorcerer Role token attached to target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has "Whenever this creature attacks, scry 1.")
Artifact — Equipment
Equipped creature gets +3/+3. Whenever equipped creature attacks, you may sacrifice a Forest. If you do, that creature gains trample until end of turn. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
Target creature you control deals damage equal to its power to each of X target creatures and/or planeswalkers.
Instant
Spit Flame deals 4 damage to target creature. Whenever a Dragon you control enters, you may pay {R}. If you do, return this card from your graveyard to your hand.
Creature — Human Warlock
When this creature enters, create a Cursed Role token attached to target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature is 1/1.)
Creature — Fungus
When this creature dies, draw a card.
Creature — Wolf
During your turn, this creature gets +0/+2.
Enchantment — Aura
Enchant creature When this Aura enters, target player sacrifices a creature of their choice other than enchanted creature. When enchanted creature is dealt damage, destroy it.
Enchantment — Aura
Enchant land When this Aura enters, draw a card. Enchanted land is an Island.
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-2. At the beginning of the upkeep of enchanted creature's controller, that player loses 2 life.
Artifact Creature — Camel
This creature enters tapped with two +1/+1 counters on it. This creature doesn't untap during your untap step if it has a +1/+1 counter on it. At the beginning of combat on your turn, you may move a +1/+1 counter from this creature onto target creature.
Creature — Spirit
Defender Whenever an enchantment you control enters, this creature can attack this turn as though it didn't have defender.
Creature — Whale
Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Whenever an artifact you control enters, untap this creature.
Sorcery
Return two target creatures to their owners' hands. Wizardcycling {2} ({2}, Discard this card: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.)
Creature — Zombie
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, scry 1, then draw a card. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
Enchantment Creature — Human Shaman
{1}: This creature gets +1/-1 until end of turn. When this creature dies, it deals 3 damage to any target.
Creature — Drake
Flying Whenever this creature becomes the target of a spell you control, draw a card.