Inventory last scanned: 4/30/2026, 6:12:20 PM
Artifact Creature — Cyborg Advisor
State-based actions don't apply to you or other permanents you control. (You don't lose the game due to having 0 or less life or drawing from an empty library. Your creatures aren't destroyed due to damage or deathtouch and aren't put into a graveyard due to having 0 or less toughness. Your planeswalkers aren't put into a graveyard if they have 0 loyalty. You don't put a legendary permanent into a graveyard if you control two with the same name. Counters aren't removed from your permanents due to game rules. Permanents you control attached or combined illegally remain on the battlefield. For complete rules and regulations, see rule 704.)
Instant
Counter target spell unless its controller pays {2} plus an additional {2} for each card named Rune Snag in each graveyard.
Creature — Demon
Flying When this creature enters, search your library for a card, put it into your hand, then shuffle.
Artifact — Equipment
Equipped creature has first strike and gets +X/+0, where X is the number of instant and sorcery cards in your graveyard. Equip {2}
Enchantment
As this enchantment enters, choose a card name. You have protection from the chosen card name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)
Enchantment — Aura
Enchant creature As long as enchanted creature is red, it gets +1/+1 and has double strike. (It deals both first-strike and regular combat damage.) As long as enchanted creature is green, it gets +1/+1 and has trample.
Sorcery
Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player.
Legendary Creature — Ogre Warrior
Vigilance, reach Ruric Thar attacks each combat if able. Whenever a player casts a noncreature spell, Ruric Thar deals 6 damage to that player.
Instant
Target creature gets +X/+0 until end of turn, where X is its power.
Instant
Choose target creature. When that creature dies this turn, search your library for a creature card with lesser mana value, put it onto the battlefield tapped, then shuffle.
Creature — Dryad
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
Land
This land enters tapped. {T}: Put a storage counter on this land. {T}, Remove any number of storage counters from this land: Add {G} for each storage counter removed this way.
Artifact Land
This land enters tapped. Indestructible {T}: Add {R} or {W}.
Creature — Dragon
Flying Whenever you sacrifice a creature, target opponent sacrifices a creature of their choice.
Legendary Creature — Dragon Spirit
Flying When Ryusei dies, it deals 5 damage to each creature without flying.
Creature — Ooze
You may have S.N.O.T. enter stuck to another creature named S.N.O.T. If you do, all those creatures form a single creature. S.N.O.T.'s power and toughness are each equal to the square of the number of cards named S.N.O.T. stuck together to form it. (One is a 1/1, two are a 4/4, three are a 9/9, and four are a 16/16. If you manage to get -1 S.N.O.T.s stuck together, it's a 1/1.)
Creature — Cat Beast Warrior
Trample, protection from blue and from red
Legendary Creature — Snake Shaman
Other Snake creatures you control get +0/+1. Shamans you control have "{T}: Add {G}{G}."
Enchantment
At the beginning of your upkeep, sacrifice this enchantment unless you sacrifice a Pegasus. {1}{W}: Create a 1/1 white Pegasus creature token with flying.
Creature — Human Minion
Sacrifice a creature: Target player discards two cards. Activate only as a sorcery.
Sorcery
Starting with the next opponent in turn order, each player chooses a creature you don't control. Destroy the chosen creatures.
Land
{2}, {T}: Exile target creature you control. At the beginning of your upkeep, you may sacrifice this land. If you do, return each card exiled with this land to the battlefield under its owner's control.
Enchantment
{2}{W}: Prevent all combat damage that would be dealt by target creature this turn.
Sorcery
Search your library for a Forest or Plains card, reveal it, put it into your hand, then shuffle.
Creature — Human Wizard
When this creature enters, look at the top four cards of your library, then put them back in any order.
Creature — Spirit Giant
Flying Spells you cast from anywhere other than your hand cost {2} less to cast. Foretell {4}{U} (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.)
Kindred Instant — Wizard
Counter target spell unless its controller pays {3}. If you control a Wizard, draw a card.
Sorcery
Return target sorcery card from your graveyard to your hand.
Creature — Djinn Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever this creature attacks, you may return target creature to its owner's hand if its power is less than this creature's power.
Creature — Elf Wizard
If you would draw a card, instead reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order.
Sorcery
Choose one or both — • Create a token that's a copy of target artifact. • Create a token that's a copy of target creature, except it's an artifact in addition to its other types.
Legendary Creature — Human Artificer
Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying. {1}{U}, Sacrifice two artifacts: Draw a card.
Creature — Human Monger
{2}: Target creature gains flying until end of turn. Any player may activate this ability.
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Target opponent chooses a creature they control. You gain control of it. • Choose a creature you control. Each other creature you control becomes a copy of that creature until end of turn.
Legendary Creature — Snake Shaman
Whenever a creature you control deals combat damage to a player, add that much {G}. Until end of turn, you don't lose this mana as steps and phases end.
Creature — Snake Shaman
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature — Fox Samurai
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) If a permanent would be put into a graveyard, exile it instead.
Legendary Creature — Goblin Sorcerer
Vivid — At the beginning of your first main phase, reveal cards from the top of your library until you reveal X nonland cards, where X is the number of colors among permanents you control. For each of those colors, you may exile a card of that color from among the revealed cards. Then shuffle. You may cast the exiled cards this turn.
Creature — Human Cleric
Protection from black and from red When this creature enters, exile all cards that are black or red from all graveyards. If a black or red permanent, spell, or card not on the battlefield would be put into a graveyard, exile it instead.
Legendary Enchantment — Shrine
{1}, Discard a land card or Shrine card: Sanctum of Shattered Heights deals X damage to target creature or planeswalker, where X is the number of Shrines you control.
Legendary Enchantment — Shrine
{5}{W}: Tap target creature. This ability costs {1} less to activate for each Shrine you control.
Land
This land enters tapped. You may choose not to untap this land during your untap step. At the beginning of your upkeep, if this land is tapped, put a storage counter on it. {T}, Remove any number of storage counters from this land: Add {U} for each storage counter removed this way.
Artifact
{X}, {T}: Target player mills X cards.
Land
This land enters tapped. {T}: Add {W}, {B}, or {G}.
Enchantment
Creatures with flying can't attack you or planeswalkers you control. At the beginning of your end step, create a 5/5 green Wurm creature token.
Creature — Merfolk
When this creature enters, exile all artifact and enchantment cards from all graveyards. When this creature leaves the battlefield, return all artifact and enchantment cards from all graveyards to their owners' hands.
Land
This land enters tapped. {T}: Put a storage counter on this land. {T}, Remove any number of storage counters from this land: Add {U} for each storage counter removed this way.
Enchantment
Whenever a player kicks a spell, you create a 1/1 green Saproling creature token.
Land — Forest
({T}: Add {G}.) This land enters tapped. {G}, {T}: You gain 1 life. Activate only if you control two or more green permanents.