Inventory last scanned: 4/28/2026, 6:13:15 PM
Creature — Vampire Cleric Ally
Flying At the beginning of your upkeep, each opponent loses 1 life and you gain 1 life.
Legendary Creature — Vampire Shaman
Flying {X}{B}{B}: Target creature gets -0/-X until end of turn and Drana gets +X/+0 until end of turn.
Creature — Elemental Incarnation
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever a creature deals damage to you, destroy it. When Dread is put into a graveyard from anywhere, shuffle it into its owner's library.
Creature — Demon
When this creature enters, if you cast it from your hand, destroy all creatures your opponents control, then tap all other creatures you control.
Creature — Horror
Flying When this creature enters, you lose 5 life.
Sorcery
Return target creature card from your graveyard to the battlefield. Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Zombie Horror
Whenever a creature dealt damage by this creature this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
Sorcery
Each player mills X cards. For each creature card put into a graveyard this way, you create a tapped 2/2 black Zombie creature token. (To mill a card, a player puts the top card of their library into their graveyard.)
Enchantment
White creatures get -1/-1.
Artifact
Face-down creature spells you cast cost {1} less to cast.
Creature — Nightmare Sphinx
Flash Flying When this creature enters, surveil 4. When you do, you may return target nonland permanent an opponent controls to its owner's hand. (To surveil 4, look at the top four cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Sorcery
Each opponent exiles cards from the top of their library until they have exiled cards with total mana value 5 or greater this way. Until end of turn, you may cast cards exiled this way without paying their mana costs.
Enchantment — Aura
Enchant permanent You can't choose an untapped permanent as this spell's target as you cast it. You control enchanted permanent.
Instant
Draw cards equal to the number of cards target opponent discarded this turn.
Creature — Bird Illusion
Flying When this creature becomes the target of a spell, sacrifice it. When this creature dies, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Enchantment
Creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped nongreen creatures they control and pay {2} for each creature chosen this way. If the player does, untap those creatures.
Instant
Choose one — • Tap target permanent. • Untap target permanent. Entwine {1} (Choose both if you pay the entwine cost.)
Creature — Spirit
Whenever you cast a Spirit or Arcane spell, you may sacrifice this creature. If you do, draw a card.
Creature — Frog Wizard
Reach When this creature enters, tap up to one target creature and put three stun counters on it. If you control that creature, draw two cards.
Instant
Sacrifice a creature or land. Draw a card.
Sorcery
Each opponent chooses a creature card in their graveyard. Put those cards onto the battlefield under your control.
Creature — Spirit
Defender (This creature can't attack.) Flying Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Creature — Spirit Soldier
Flying Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
Creature — Spirit Soldier
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Other Spirits you control have melee. Prevent all noncombat damage that would be dealt to Spirits you control.
Artifact Creature — Golem
{1}, Sacrifice this creature: Add {W}{U}{B}.
Land — Lair
When this land enters, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {W}, {U}, or {B}.
Legendary Creature — Dragon
Flying Whenever Dromar deals combat damage to a player, you may pay {2}{U}. If you do, choose a color, then return all creatures of that color to their owners' hands.
Instant
Choose two — • Prevent all damage target instant or sorcery spell would deal this turn. • Target player sacrifices an enchantment of their choice. • Put a +1/+1 counter on target creature. • Target creature you control fights target creature you don't control.
Legendary Creature — Dragon
Flying Whenever a Dragon you control attacks, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Creature — Ogre
Whenever a player casts an artifact spell, that player gains control of this creature. (This effect lasts indefinitely.)
Artifact Creature — Golem
Affinity for Swamps (This spell costs {1} less to cast for each Swamp you control.) Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
Artifact Creature — Scorpion
Whenever this creature or another artifact creature dies, you may untap target artifact.
Creature — Elf
Hexproof Drove of Elves's power and toughness are each equal to the number of green permanents you control.
Creature — Human Druid
This creature gets +2/+2 as long as you control a Dinosaur. {T}: Add one mana of any color.
Creature — Eldrazi
Devoid (This card has no color.) When this creature enters, create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add {C}." Sacrifice an Eldrazi Scion: Tap target creature.
Creature — Merfolk Wizard
Tap an untapped Merfolk you control: Target player mills a card.
Enchantment
{B}, Exile two creature cards from your graveyard: Create a 1/1 black Skeleton creature token. It has "{B}: Regenerate this token." When this enchantment leaves the battlefield, destroy all Skeleton tokens. They can't be regenerated.
Creature — Human Druid
{G}, {T}, Sacrifice this creature: Destroy target enchantment.
Creature — Elf Druid
{T}: Add {R}, {G}, or {W}.
Enchantment — Aura
Enchant creature Whenever enchanted creature is dealt damage, its controller creates that many 1/1 green Squirrel creature tokens.
Artifact
{2}, {T}: Reveal the top card of your library. If it's a creature card, create a 1/1 green Saproling creature token. If it's a land card, put that card onto the battlefield under your control. If it's a noncreature, nonland card, you gain 2 life.
Creature — Human Druid Warrior
At the beginning of your end step, if you control a creature with power 5 or greater, you may draw a card. {T}: Add {C}.
Enchantment — Aura
Enchant creature Enchanted creature has "{R}, {T}: Copy target instant or sorcery spell you control. You may choose new targets for the copy."
Creature — Human Advisor
Flying, vigilance Duelist of the Mind's power is equal to the number of cards you've drawn this turn. Whenever you commit a crime, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
Creature — Dwarf Shaman
When this creature enters, if you control two or more Mountains, you may destroy target artifact. When this creature enters, if you control two or more Plains, you may destroy target enchantment.
Sorcery
Choose up to one creature. Destroy the rest.
Artifact
This artifact enters tapped. {2}, {T}, Sacrifice this artifact: You take the initiative, gain 3 life, draw a card, and create a Treasure token. Activate only as a sorcery. (A Treasure token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Treefolk
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Dungrove Elder's power and toughness are each equal to the number of Forests you control.
Artifact Creature — Shapeshifter
Imprint — When this creature enters, you may exile target nontoken creature. As long as a card exiled with this creature is a creature card, this creature has the power, toughness, and creature types of the last creature card exiled with it. It's still a Shapeshifter.
Creature — Human Wizard
{1}{U}{B}: Whenever a card is put into an opponent's graveyard from anywhere this turn, that player loses 1 life. {2}{U}{B}: Target player mills two cards.
Creature — Vampire Wizard
Flying At the beginning of your upkeep, each player reveals the top card of their library, loses life equal to that card's mana value, then puts it into their hand.