Inventory last scanned: 4/29/2026, 6:12:04 PM
Creature — Giant Warrior
Whenever another creature enters, you may put X +1/+1 counters on this creature, where X is that creature's power.
Creature — Human Spellshaper
{X}{R}, {T}, Discard a card: Destroy all artifacts with mana value X or less.
Creature — Dwarf Cleric
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.) Whenever this creature attacks, for each opponent, tap up to one target creature that player controls.
Creature — Human Samurai
Protection from white Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Creature — Eldrazi
You may sacrifice four Eldrazi Spawn rather than pay this spell's mana cost. Annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent of their choice.)
Creature — Human Samurai
Protection from black Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Creature — Human Villain
As this creature enters, secretly note a word with six to eight letters. {1}: Target player who doesn't control this creature guesses the noted word or an unguessed letter in that word. If they guess wrong, put a +1/+1 counter on this creature. Any player may activate this ability. When a player guesses the noted word or all of its letters, sacrifice this creature.
Legendary Creature — Human Artificer
{1}{W}{U}, {T}: Return target artifact or enchantment card from your graveyard to your hand.
Legendary Creature — Human Soldier
Flying Whenever you attack with five or more Soldiers, creatures you control get +1/+1 and gain flying until end of turn.
Creature — Dragon
Flying {2}{R}: This creature deals 1 damage to each creature without flying. {2}{G}: This creature deals 1 damage to each other creature with flying.
Creature — Merfolk Wizard
You may cast this spell as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.
Artifact — Contraption
Whenever you crank this Contraption, roll two six-sided dice. This Contraption assembles a number of Contraptions equal to the difference between those results. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
Legendary Creature — Human
{T}: Add {C}{C}. Spend this mana only to cast artifact spells or activate abilities of artifacts. Partner—Friends forever (You can have two commanders if both have this ability.)
Instant
The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to any target instead.
Sorcery
Target opponent gains control of target permanent you control.
Creature — Archon
Flying Non-Archon creatures have base power and toughness 3/3. When this creature enters, create two 1/1 white Human creature tokens.
Sorcery
Draw three cards.
Sorcery
Strive — This spell costs {2}{R} more to cast for each target beyond the first. Gain control of any number of target creatures until end of turn. Untap those creatures. They gain haste until end of turn.
Enchantment
Whenever you cast an instant or sorcery spell from your hand, you may cast target card with the same name as that spell from your graveyard. (You still pay its costs.)
Instant
As an additional cost to cast this spell, sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Creature — Human Cleric
Whenever an opponent activates an ability of an artifact, creature, or land on the battlefield, if it isn't a mana ability, this creature deals 2 damage to that player.
Sorcery
Each player chooses a creature type. Destroy all creatures that aren't of a type chosen this way. They can't be regenerated.
Sorcery
Search your library for up to X basic land cards, where X is the number of tapped creatures you control, put those cards onto the battlefield tapped, then shuffle.
Creature — Demon
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever another nontoken creature dies, you may draw a card.
Creature — Spider
Reach Undergrowth — When you cast this spell, reveal the top X cards of your library, where X is the number of creature cards in your graveyard. You may put a green permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Creature — Elemental
Wither (This deals damage to creatures in the form of -1/-1 counters.) {2}{R}, {Q}: This creature deals damage equal to its power to any target. ({Q} is the untap symbol.)
Land — Swamp Forest
({T}: Add {B} or {G}.) This land enters tapped.
Sorcery
Exile all cards from target player's graveyard other than basic land cards. For each card exiled this way, search that player's library for all cards with the same name as that card and exile them. Then that player shuffles.
Sorcery
Choose a creature type. Return up to two creature cards of that type from your graveyard to the battlefield. If this spell was foretold, return all creature cards of that type from your graveyard to the battlefield instead. Foretell {5}{B}{B} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature — Zombie Wizard
{1}: You may cast target creature card in a graveyard this turn. When you cast it this turn, this creature gains all activated abilities of that card until end of turn.
Land
This land enters tapped. {T}: Add {G}. {T}, Sacrifice this land: Add {G}{G}.
Artifact
{2}, {T}: Target creature you control phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
Legendary Creature — Human Knight
Protection from Assassins Other Knights you control get +2/+2 and have protection from Assassins. When Haytham Kenway enters, for each opponent, exile up to one target creature that player controls until Haytham Kenway leaves the battlefield.
Legendary Creature — Human Cleric
{X}, {T}: The next X damage that would be dealt this turn to target white creature you control is dealt to Hazduhr instead.
Creature — Frog
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, prevent all combat damage that other creatures would deal this turn.
Creature — Drake
Flying, protection from red
Enchantment
At the beginning of combat on your turn, you may have target creature you control get +2/+0 and gain haste until end of turn. If you do, sacrifice it at the beginning of the next end step.
Legendary Creature — Spirit
Flying {1}, Sacrifice a Spirit: Target opponent reveals their hand. You choose a card from it. That player discards that card. Activate only as a sorcery. Soulshift 4 (When this creature dies, you may return target Spirit card with mana value 4 or less from your graveyard to your hand.)
Sorcery
Target opponent puts the cards from their hand on top of their library. Search that player's library for that many cards. The player puts those cards into their hand, then shuffles.
Artifact — Equipment
Equipped creature gets +0/+2 and has "{T}: Prevent the next 1 damage that would be dealt to any target this turn." {W}{W}: Attach this Equipment to target creature you control. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact Creature — Scarecrow
Sacrifice this creature: Exile target card from a graveyard.
Creature — Wolf
First strike {T}: Target Dwarf creature gets +2/+0 and gains first strike until end of turn. When that creature leaves the battlefield this turn, sacrifice this creature. Activate only during combat.
Token Creature — Zombie Manticore
When Heart-Piercer Manticore enters the battlefield, you may sacrifice another creature. When you do, Heart-Piercer Manticore deals damage equal to that creature's power to any target.
Creature — Goblin Soldier
Double strike
Legendary Creature — Ogre Shaman
{T}: Heartless Hidetsugu deals damage to each player equal to half that player's life total, rounded down.
Creature — Angel
Flying, double strike When this creature enters, you may attach any number of Auras and Equipment you control to it. Other creatures you control get +1/+1 for each Aura and Equipment attached to this creature.
Enchantment
When this enchantment enters, sacrifice this enchantment unless you sacrifice four creatures. Tap an untapped Swamp you control: This enchantment deals 1 damage to any target.
Artifact — Equipment
Equipped creature gets +X/+X, where X is its mana value. Equip {4}
Creature — Elf Avatar
Trample Heedless One's power and toughness are each equal to the number of Elves on the battlefield.
Artifact — Equipment
Equipped creature gets +3/+1. Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order. Equip {1}
Instant
All creatures get -1/-0 until end of turn.
Creature — Horror
{T}, Sacrifice a creature: Return target creature card from your graveyard to the battlefield. Activate only during your upkeep.
Creature — Rat
Haste When this creature enters, target player discards a card. This creature deals damage to that player equal to that card's mana value.
Land
{T}: Add {C}. {1}{R}, {T}: Put a pressure counter on this land. {1}{R}, {T}, Remove two pressure counters from this land and sacrifice it: Create a 4/4 red Hellion creature token with haste. (It can attack and {T} as soon as it comes under your control.)