Inventory last scanned: 5/1/2026, 6:12:06 PM
Instant
Multikicker {1} (You may pay an additional {1} any number of times as you cast this spell.) Choose target creature, then choose another target creature for each time this spell was kicked. Put X +1/+1 counters on each of them.
Creature — Spirit Cleric
Flying Whenever a permanent entering causes a triggered ability to trigger, counter that ability unless its controller pays {2}.
Creature — Sliver
Sliver creatures you control have first strike. (They deal combat damage before creatures without first strike.)
Creature — Zombie Knight
Protection from white {B}: This creature gains flying until end of turn. {B}{B}: This creature gets +1/+0 until end of turn.
Creature — Vampire Soldier
First strike Other Vampire creatures you control get +1/+1 and have first strike.
Creature — Vampire Noble
This creature can't be blocked by Humans. Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Sorcery
Each player loses 1 life for each creature they control.
Sorcery
Target opponent reveals their hand. That player exiles a card from it, then you exile a card from it. Repeat this process until all cards in that hand have been exiled. That player returns the cards they exiled this way to their hand and puts the rest into their graveyard.
Creature — Human Archer
{1}, {T}: This creature deals 1 damage to target creature. Tap that creature.
Sorcery
Target opponent discards a card at random, then discards a card.
Legendary Creature — Human Shaman
Haste {1}: Another target creature with power 2 or less can't be blocked this turn. {1}{R}, {T}, Discard your hand: Until end of turn, whenever a creature you control with power 2 or less deals combat damage to a player, draw a card.
Sorcery
Undaunted (This spell costs {1} less to cast for each opponent.) Destroy all creatures.
Land
This land enters tapped. {T}: Put a storage counter on this land. {T}, Remove any number of storage counters from this land: Add {B} for each storage counter removed this way.
Artifact — Vehicle
Whenever this Vehicle attacks, target creature that crewed it this turn explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.) Crew 1
Enchantment
At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.
Sorcery
Choose a color. Sudden Demise deals X damage to each creature of the chosen color.
Sorcery
Exile all nonland permanents target player controls. Return the exiled cards to the battlefield under their owner's control at the beginning of the next end step.
Instant
Counter target spell and Suffocating Blast deals 3 damage to target creature.
Enchantment
When this enchantment enters, destroy all Djinns and Efreets. They can't be regenerated. Whenever a Djinn or Efreet enters, destroy it. It can't be regenerated.
Land
{T}: Add {C}. {T}: Add {B} or {R}. This land deals 1 damage to you.
Kindred Sorcery — Merfolk
Create two 1/1 blue Merfolk Wizard creature tokens. Tap four untapped Merfolk you control: Return this card from your graveyard to your hand.
Enchantment Creature — Saga Wolf
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it. III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.
Artifact
Whenever you're dealt damage, put that many charge counters on this artifact. At the beginning of each upkeep, you may remove a charge counter from this artifact. If you do, you gain 1 life.
Legendary Creature — Human Soldier
Creatures you control have horsemanship. (They can't be blocked except by creatures with horsemanship.)
Creature — Giant
Vigilance Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Enchantment
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever you gain life, put that many +1/+1 counters on this creature."
Creature — Human Cleric
When this creature enters, choose one — • Remove all counters from target creature. It can't have counters put on it for as long as this creature remains on the battlefield. • Target opponent loses all counters. That player can't get counters for as long as this creature remains on the battlefield.
Artifact Creature — Golem
When this creature enters or leaves the battlefield, choose a land of each basic land type, then destroy those lands.
Artifact
You may spend white mana as though it were red mana.
Land
{T}: Add {C}. {2}{R}{W}, {T}: Target creature gains double strike until end of turn.
Enchantment — Aura
Enchant land Enchanted land has "{T}: Counter target spell unless its controller pays {1}."
Land — Plains Swamp
({T}: Add {W} or {B}.) This land enters tapped.
Land
This land enters tapped unless you control a Forest or a Plains. {T}: Add {G} or {W}.
Creature — Giant Warrior
Other Giant creatures you control get +2/+2 and have trample.
Creature — Human Wizard
{G}, {T}: Target creature gets +1/+1 until end of turn. {U}, {T}: Put target creature you control on top of its owner's library.
Creature — Human Wizard
{G}{G}, {T}: Creatures you control get +2/+2 until end of turn. {U}{U}, {T}: Return target creature to its owner's hand.
Sorcery
You may exile two white cards from your hand rather than pay this spell's mana cost. Destroy all creatures.
Creature — Human Rogue
Menace Ward—Discard a card. Whenever this creature attacks, put a +1/+1 counter on target creature an opponent controls.
Artifact
{2}, Sacrifice a snow land: Prevent all combat damage that would be dealt this turn.
Creature — Phoenix
Flying If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, you may pay {1}{R}. If you do, return this card from your graveyard to the battlefield tapped.
Creature — Wall
Defender (This creature can't attack.) Flying This creature can't block creatures with power 2 or less.
Sorcery // Sorcery
Artifact
Flash When this artifact enters, target creature you control gets +2/+2 until end of turn. {4}, {T}, Sacrifice this artifact: Draw a card.
Creature — Elemental
Flying Champion an Elemental (When this enters, sacrifice it unless you exile another Elemental you control. When this leaves the battlefield, that card returns to the battlefield.)
Creature — Human Assassin
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever this creature attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)