Inventory last scanned: 4/28/2026, 6:13:15 PM
Sorcery
Each player mills two cards. Then you put a creature card from a graveyard onto the battlefield under your control.
Creature — Human Rogue
Lifelink When this creature enters, return target creature card with mana value 2 or less from your graveyard to the battlefield. That creature can't attack or block for as long as you control this creature.
Instant
The next time a source of your choice would deal damage to you this turn, instead that source deals that much damage to you and Eye for an Eye deals that much damage to that source's controller.
Artifact
When this artifact enters, each player chooses a nonland permanent and puts a doom counter on it. {2}, {T}, Sacrifice this artifact: Destroy each permanent with a doom counter on it.
Legendary Land
Colorless Eldrazi spells you cast cost {2} less to cast. {7}, {T}: Search your library for a colorless creature card, reveal it, put it into your hand, then shuffle.
Enchantment
Whenever a player casts an instant or sorcery card, exile it. Then that player copies each instant or sorcery card exiled with this enchantment. For each copy, the player may cast the copy without paying its mana cost.
Creature — Elf Warrior
Metalcraft — As long as you control three or more artifacts, this creature gets +4/+4 and has trample.
Enchantment
Whenever you cast a green spell, you may create a 2/2 green Wolf creature token. Whenever you cast a blue spell, you may create a 1/1 blue Bird creature token with flying.
Artifact
Whenever you get one or more {E} (energy counters), put a +1/+1 counter on target creature you control. {4}, {T}: You get {E}.
Snow Land
{T}: Add {C}. {S}{S}{S}: This land becomes a 4/3 creature with vigilance and all creature types until end of turn. It's still a land. ({S} can be paid with one mana from a snow source.)
Instant
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Sorcery
For each creature, its controller sacrifices a permanent of their choice unless they pay {1}.
Instant
Return target creature to its owner's hand. If its mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Treefolk Druid
Vigilance This creature gets +1/+1 for each color among permanents you control. {T}: For each color among permanents you control, add one mana of that color.
Creature — Faerie Artificer
Flying Whenever a nontoken creature an opponent controls enters, create a token that's a copy of that creature except it's an artifact in addition to its other types. Then exile all other tokens created with this creature.
Land
This land enters tapped. {T}: Add {U}. {1}{U}: This land becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land.
Creature — Faerie
Flying {3}{U}: Create a 1/1 blue Faerie creature token with flying. Draw a card.
Creature — Faerie Wizard
Flying When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Kindred Instant — Faerie
Counter target non-Faerie spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Creature — Human Cleric
Sacrifice an enchantment: You gain life equal to the sacrificed enchantment's mana value.
Instant
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
Instant
Target permanent you control gains protection from the color of your choice until end of turn. Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
Sorcery
Draw two cards, then discard two cards. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Vampire Noble
Flying, haste Sacrifice a creature: This creature gains indestructible until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on this creature.
Creature — Vampire Archer
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it. {2}{R}: This creature deals damage to target creature equal to the number of +1/+1 counters on this creature.
Creature — Vampire Berserker
Each Vampire creature card you own that isn't on the battlefield has madness. The madness cost is equal to its mana cost. (If you discard a card with madness, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature — Vampire Warrior
Flying Haste (This creature can attack and {T} as soon as it comes under your control.) Whenever this creature deals combat damage to a player, put two +1/+1 counters on it.
Creature — Vampire Noble
Flying Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You and target opponent each draw two cards. II — Exile target artifact an opponent controls. III — Each player chooses three nonland permanents they control. Destroy all other nonland permanents.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy all lands. II, III — Each player returns two land cards from their graveyard to the battlefield.
Enchantment — Aura
Enchant creature Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn." When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Creature — Merfolk Wizard
Whenever this creature becomes tapped, you may draw a card.
Instant
Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life they gained.
Sorcery
Until end of turn, spells and abilities you control that would add colored mana instead add that much white mana. Until end of turn, you may spend white mana as though it were mana of any color. Draw a card.
Sorcery
Return target creature card from your graveyard to the battlefield.
Creature — Human Cleric
When this creature dies, exile all creatures.
Legendary Creature — Nightmare Cat
Commanders you control have menace and deathtouch. Partner (You can have two commanders if both have partner.)
Enchantment
Each creature you control can't be blocked by more than one creature.
Instant
As an additional cost to cast this spell, return a creature you control to its owner's hand. Counter target spell.
Creature — Minotaur Shaman
When this creature enters, it deals damage to each opponent equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.)
Enchantment
Sacrifice a creature: Regenerate target creature.
Creature — Snake
Flash When this creature enters, choose one — • You gain 3 life and surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) • Destroy target enchantment. • Counter target creature spell.
Creature — Beast
Whenever this creature attacks, put a +1/+1 counter on each attacking creature.
Sorcery
Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Fanning the Flames deals X damage to any target.
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Threshold — If there are seven or more cards in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Artifact
Whenever a source an opponent controls deals damage to you, if this artifact is untapped, you may draw a card.
Sorcery
Choose one — • Each player draws X cards. • Each player mills X cards.
Instant
Until end of turn, target creature you control gains trample and gets +X/+0, where X is its power. Sacrifice it at the beginning of the next end step.
Sorcery
An opponent chooses one — • You draw three cards. • You destroy up to two target creatures that player controls. They can't be regenerated. That player draws up to three cards.
Instant
Destroy target creature if it has mana value 2 or less. Revolt — Destroy that creature if it has mana value 4 or less instead if a permanent left the battlefield under your control this turn.
Instant
Move all counters from target creature onto another target creature.
Instant
Create a token that's a copy of target creature you control. If it's your turn, scry 2.