Inventory last scanned: 4/27/2026, 6:13:37 PM
Sorcery
Choose a number between 0 and 13. Each player sacrifices that many creatures of their choice.
Creature — Human Cleric
{B}, Sacrifice a Cleric: Target player loses 2 life and you gain 2 life.
Legendary Creature — Human Wizard
{2}{B}, Sacrifice a creature: Target creature gets -2/-2 until end of turn. {2}{B}, Exile a creature card from your graveyard: Target creature gets -2/-2 until end of turn.
Land
{T}: Add {B}. This land deals 1 damage to you. Threshold — {B}, {T}, Sacrifice this land: Target creature gets -2/-2 until end of turn. Activate only if there are seven or more cards in your graveyard.
Instant
Mill four cards. You may put a permanent card from among the cards milled this way into your hand. If you control a Squirrel or returned a Squirrel card to your hand this way, create a Food token. (To mill four cards, put the top four cards of your library into your graveyard. A Food token is an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Instant
Create a token that's a copy of target creature you control. Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Imp
Flying When this creature enters, you may return target creature card from your graveyard to your hand.
Creature — Shapeshifter
Changeling (This card is every creature type.) As long as a creature card with flying is in a graveyard, this creature has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.
Legendary Creature — Horse Mount
Haste Whenever Calamity attacks while saddled, choose a nonlegendary creature that saddled it this turn and create a tapped and attacking token that's a copy of it. Sacrifice that token at the beginning of the next end step. Repeat this process once. Saddle 1
Land
{T}: Add {C}. {1}, {T}: Put a storage counter on this land. {1}, Remove X storage counters from this land: Add X mana in any combination of {W} and/or {U}.
Creature — Hellion
Devour 1 (As this creature enters, you may sacrifice any number of creatures. It enters with that many +1/+1 counters on it.) When this creature enters, it deals 3 damage to each creature.
Sorcery
Create a 3/3 green Centaur creature token.
Sorcery
Return up to two target creature cards with total mana value 3 or less from your graveyard to the battlefield. Put a deathtouch counter on either of them. Then put a menace counter on either of them.
Enchantment
{2}{G}{G}: Reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, put it into your graveyard.
Enchantment
{1}, Discard a card: Create a 1/1 black Vampire Knight creature token with lifelink. Activate only once each turn.
Sorcery
Create a 5/5 blue and red Elemental creature token with flying. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Enchantment
As this enchantment enters, choose a color and an opponent. White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common. When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice this enchantment.
Sorcery
Return target instant or sorcery card from your graveyard to your hand.
Enchantment
At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature of their choice. At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment.
Sorcery
Return target black creature card from your graveyard to your hand. Madness {0} (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 — Beast
Trample Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature — Elf Shaman
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile a creature card you drafted that isn't in your deck. {X}, {T}: Create a token that's a copy of a card you exiled with cards named Caller of the Untamed. X is the mana value of that card.
Legendary Enchantment — Background
Commander creatures you own have "When this creature enters or leaves the battlefield, draw a card."
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked except by creatures with flying or reach. Enchanted creature can't be the target of spells or abilities your opponents control.
Creature — Spider
Reach (This creature can block creatures with flying.)
Creature — Drake
Flying {1}, Discard a card at random: This creature gets +2/+0 until end of turn.
Land — Swamp Mountain
({T}: Add {B} or {R}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
Legendary Creature — Human Soldier
{T}: Target opponent discards two cards. Activate only during your turn, before attackers are declared.
Creature — Efreet
At the beginning of your upkeep, choose target nonland permanent you control and up to two target nonland permanents you don't control. Destroy one of them at random.
Creature — Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.) Other Soldier creatures you control get +1/+1 and have vigilance. When this creature enters, create three 1/1 white Soldier creature tokens.
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature attacks, create a 1/1 white Kor Ally creature token that's tapped and attacking. Equip {1}
Instant
The next X damage that would be dealt to target creature, planeswalker, or player this turn is dealt to another target creature, planeswalker, or player instead.
Sorcery
Take an extra turn after this one.
Sorcery
Draw two cards, then discard two cards.
Sorcery
Target player draws three cards, loses 3 life, and gets three poison counters.
Creature — Beast
Trample {1}{G}: Regenerate this creature.
Creature — Phyrexian Demon
Flying This creature enters with two -1/-1 counters on it. {B}, Remove a -1/-1 counter from this creature: Put a -1/-1 counter on each other creature.
Enchantment
Whenever a creature enters, you lose 1 life and add {B}.
Instant
Create two 1/1 green Phyrexian Insect creature tokens with infect. (They deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Creature — Human Advisor
Sacrifice another creature: This creature gains protection from the color of your choice until end of turn.
Legendary Creature — Human Warrior
Whenever Carth enters or a planeswalker you control dies, look at the top seven cards of your library. You may reveal a planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Planeswalkers' loyalty abilities you activate cost an additional [+1] to activate.
Enchantment — Case
When this Case enters, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.) To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.) Solved — {1}{B}, Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
Enchantment — Case
Whenever a creature you control enters, you gain 1 life. To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.) Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
Instant
Destroy target nonlegendary creature.
Instant
Choose one — • Cast into the Fire deals 1 damage to each of up to two target creatures. • Exile target artifact.
Sorcery
Target opponent reveals their hand. You choose a nonland card from it and exile that card.
Enchantment
Untapped creatures you control get +0/+2.
Land
This land enters tapped unless you control a Plains. {T}: Add {W}. {2}{W}{W}, {T}: Create a 1/1 white Human creature token.
Land
This land enters tapped unless you control a Mountain. {T}: Add {R}. {1}{R}{R}, {T}: Creatures you control get +1/+0 until end of turn.
Land
This land enters tapped unless you control an Island. {T}: Add {U}. {2}{U}{U}, {T}: Scry 2.
Sorcery
Choose one or more — • Destroy target artifact. • Destroy target creature. • Destroy target enchantment. • Destroy target land. • Destroy target planeswalker.
Creature — Cat Warrior
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
Artifact Creature — Construct
Vigilance When this creature enters, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.