Inventory last scanned: 4/29/2026, 6:12:04 PM
Artifact Creature — Insect
{2}: This creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) {2}: This creature gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Creature — Human Rogue
This creature can't block and can't be blocked. You may cast this card from your graveyard as long as you control a black or green permanent.
Artifact
This artifact enters tapped. {T}: Add {W}.
Sorcery
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller creates a 1/1 white Spirit creature token with flying.
Legendary Creature — Human Rogue
Whenever you commit a crime, you may pay {1}. If you do, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Creature — Human Warrior
Whenever this creature attacks, create a 2/1 black Warrior creature token. Dash {3}{B} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Creature — Human Warrior
Whenever this creature or another Warrior you control enters, you may exile target creature card from a graveyard. If you do, you gain 1 life.
Enchantment
Prevent all noncombat damage that would be dealt to creatures you control.
Creature — Vampire Warrior
Double strike (This creature deals both first-strike and regular combat damage.) Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Creature — Elemental
Maro's power and toughness are each equal to the number of cards in your hand.
Creature — Snake
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Creature — Faerie Rogue
Flying When this creature enters, create two 1/1 black Goblin Rogue creature tokens. Sacrifice a Goblin: This creature has base power and toughness 3/3 until end of turn.
Creature — Human Knight
Other Knights you control get +1/+1. {W}{U}, {T}: Tap another target creature.
Sorcery
Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way.
Creature — Vampire Warlock
Flying {1}{B}, {T}: Rather than pay the mana cost of the next spell you cast this turn, you may pay life equal to that spell's mana value.
Sorcery
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
Enchantment
Pay 2 life: Prevent the next 1 damage that would be dealt to target creature this turn.
Sorcery — Lesson
Create a 2/1 white and black Inkling creature token with flying, a 3/2 red and white Spirit creature token, and a 4/4 blue and red Elemental creature token.
Artifact — Equipment
Equipped creature gets +1/+2 and has hexproof. (It can't be the target of spells or abilities your opponents control.) Equip {3}
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, it connives X, where X is the amount of damage it dealt to that player. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.) Equip {2}
Sorcery
Exile all creatures you control, then reveal cards from the top of your library until you reveal that many creature cards. Put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.
Legendary Creature — Human Assassin
Menace When Massacre Girl enters, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.
Creature — Elf Wizard
Each other creature you control enters with a number of additional +1/+1 counters on it equal to this creature's power and as a Mutant in addition to its other types.
Creature — Human Soldier
{W}, {T}: Tap target creature.
Artifact Creature — Human Artificer
{U}, {T}, Return an artifact you control to its owner's hand: You may put an artifact card from your hand onto the battlefield.
Creature — Sphinx
Flying Whenever this creature deals combat damage to a player, choose a card in your hand. That player guesses whether the card's mana value is greater than 4. If the player guessed wrong, you may cast the card without paying its mana cost.
Creature — Merfolk Wizard
Protection from red Elemental creatures you control get +1/+1. When this creature enters, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)
Enchantment Creature — Demon
Flying At the beginning of your upkeep, each opponent draws a card.
Creature — Merfolk
Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
Creature — Troll Ninja
Haste Reveal this card from your hand: Masterful Ninja is on the battlefield and in your hand until end of turn. {1}{B}: This creature gets +1/+1 until end of turn.
Enchantment
Whenever a permanent you control is turned face up, you gain 1 life for each creature you control. {3}{W}: Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Legendary Creature — Spirit
Masumaro's power and toughness are each equal to twice the number of cards in your hand.
Legendary Creature — Vampire
Menace At the beginning of your end step, put a bounty counter on target creature an opponent controls. For as long as that creature has a bounty counter on it, it has "When this creature dies, each opponent draws a card and gains 2 life."
Creature — Eldrazi
({C} represents colorless mana.) When this creature dies, reveal the top card of your library. You may put that card onto the battlefield if it's a permanent card with mana value 3 or less. Otherwise, put that card into your hand.
Creature — Spirit
Flying Whenever another Spirit you control enters, this creature gets +1/+1 until end of turn. Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays {X}, where X is this creature's power.
Creature — Thrull
Sacrifice a creature: Creatures you control get +1/+1 until end of turn.
Creature — Beast
Flying {T}: This creature deals 1 damage to any target.
Enchantment
At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.
Creature — Devil
Whenever a player sacrifices a permanent, this creature deals 1 damage to any target.
Artifact — Book
{T}, Put a page counter on this artifact: Scry 1. (Look at the top card of your library. You may put that card on the bottom.) {2}, {T}, Put a page counter on this artifact: Draw a card. When there are four or more page counters on this artifact, exile it. If you do, you gain 4 life.
Creature — Turtle
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever this creature attacks, exile it. Return it to the battlefield under your control tapped and attacking at the beginning of the declare attackers step on your next turn.
Sorcery
Exile the top ten cards of your library. You may cast spells with exactly three colors from among them this turn. Add {W}{W}{U}{U}{B}{B}{R}{R}{G}{G}. Spend this mana only to cast spells with exactly three colors.
Creature — Beast
Trample When this creature enters, sacrifice it unless you pay {1} for each card in your hand.
Creature — Atog
Sacrifice an artifact: This creature gets +3/+3 and gains trample until end of turn.
Enchantment
Whenever an opponent discards a card, this enchantment deals 2 damage to that player.
Legendary Creature — Weird Wizard
Play with the top card of your library revealed. You may cast instant and sorcery spells from the top of your library. Whenever you cast an instant or sorcery spell from your library, copy it. You may choose new targets for the copy.
Legendary Creature — Moonfolk Wizard
Flying {1}, Return a land you control to its owner's hand: Create a 1/1 blue Illusion creature token with flying.