Inventory last scanned: 5/1/2026, 6:12:06 PM
Creature — Spirit
Whenever you cast a Spirit or Arcane spell, you may search your library for an Aura card with enchant creature, reveal it, put it into your hand, then shuffle.
Legendary Creature — Merfolk Wizard
Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.
Legendary Creature — Gorgon Wizard
Each other creature you control has hexproof from each of its colors. {T}: Target creature you control becomes all colors until end of turn.
Creature — Human Scout
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Tandem Lookout is paired with another creature, each of those creatures has "Whenever this creature deals damage to an opponent, draw a card."
Creature — Phyrexian Horror
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) {G}: Target creature blocks this creature this turn if able.
Artifact Land
This land enters tapped. Indestructible {T}: Add {G} or {U}.
Creature — Goblin Shaman
{T}, Sacrifice a Goblin: This creature deals 2 damage to any target.
Kindred Instant — Goblin
Tarfire deals 2 damage to any target.
Sorcery
Each player sacrifices the creature they control with the greatest mana value unless they pay that creature's mana cost. If two or more creatures a player controls are tied for greatest, that player chooses one.
Legendary Planeswalker — Tasha
Whenever you cast a spell you don't own, create a 3/3 black Demon creature token. +1: Draw a card. For each opponent, exile up to one target instant or sorcery card from that player's graveyard and put a page counter on it. −3: You may cast a spell from among cards in exile with page counters on them without paying its mana cost. Tasha, the Witch Queen can be your commander.
Legendary Creature — Human Shaman
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) {2}{G/U}{G/U}: Mill two cards, then return a nonland card of an opponent's choice from your graveyard to your hand.
Creature — Human Rebel
Whenever this creature becomes the target of a spell or ability, it gets +0/+3 until end of turn.
Creature — Zombie Mutant Peasant
Landfall — Whenever a land you control enters, you may get two rad counters. {T}: Put target land card in a graveyard that was milled this turn onto the battlefield under your control tapped.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has protection from enchantments. This effect doesn't remove this Aura. Sacrifice this Aura: Destroy target enchantment.
Legendary Creature — Merfolk Druid
Landfall — Whenever a land you control enters, you gain 1 life and draw a card.
Legendary Creature — Human Artificer
Haste {U}{R}, {T}: Copy target activated or triggered ability you control from an artifact source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
Creature — Human Advisor
When this creature enters, choose one — • Tax — Until your next turn, spells your opponents cast cost {1} more to cast. • Arrest — Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Legendary Creature — Human Warrior
This spell costs {1} less to cast for each creature in your party. {2/U}{2/B}{2/R}{2/G}: Look at the top six cards of your library. You may reveal up to two Cleric, Rogue, Warrior, Wizard, and/or Ally cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
Instant
Kicker {1}{B} (You may pay an additional {1}{B} as you cast this spell.) Exile target artifact or enchantment. If this spell was kicked, exile target nonland permanent instead.
Land
{T}: Add {C}. {1}, {T}, Sacrifice this land: Destroy target nonbasic land. Activate only if an opponent controls four or more lands.
Creature — Elemental Giant
Whenever this creature attacks or becomes the target of a spell an opponent controls, choose one — • This creature deals 3 damage to each opponent. • Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
Land
This land enters tapped. When this land enters, target creature gets +2/+0 until end of turn. {T}: Add {R}.
Creature — Imp
Flying Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Whenever this creature phases out, discard a card. Whenever this creature phases in, draw a card.
Legendary Land
Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) Teferi's Isle enters tapped. {T}: Add {U}{U}.
Enchantment
As this enchantment enters, choose a color. Creatures of the chosen color without flying can't attack you.
Artifact
At the beginning of each player's draw step, that player puts the cards in their hand on the bottom of their library in any order, then draws that many cards.
Instant
Exile target permanent you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. If it enters as a creature, it enters with an additional +1/+1 counter on it.
Enchantment
When this enchantment enters, draw a card, then discard a card. Whenever you draw a card, target opponent mills two cards. (They put the top two cards of their library into their graveyard.)
Legendary Planeswalker — Teferi
Each opponent can cast spells only any time they could cast a sorcery. +1: Until your next turn, you may cast sorcery spells as though they had flash. −3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
Artifact Creature — Dragon
This creature gets +0/+2 as long as you control a Plains, has flying as long as you control an Island, gets +2/+0 as long as you control a Swamp, has first strike as long as you control a Mountain, and has trample as long as you control a Forest.
Instant
Destroy target artifact. 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.)
Artifact
{T}: Put target permanent you own on the bottom of your library.
Creature — Sliver
All Slivers have "{T}: Tap target permanent."
Sorcery
Target opponent reveals cards from the top of their library until they reveal a creature card. That player puts all noncreature cards revealed this way into their graveyard, then you put the creature card onto the battlefield under your control.
Enchantment
Your opponents play with their hands revealed.
Legendary Creature — Human Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Whenever Telim'Tor attacks, all attacking creatures with flanking get +1/+1 until end of turn.
Enchantment
Artifact creatures you control get +2/+2.
Creature — Djinn
Flying This creature gets +1/+0 for each basic Island you control.
Creature — Efreet
Remove this card from your deck before playing if you're not playing for ante. {T}, Sacrifice this creature: Target opponent may pay 10 life. If that player doesn't, they reveal a card at random from their hand. Exchange ownership of the revealed card and Tempest Efreet. Put the revealed card into your hand and Tempest Efreet from anywhere into that player's graveyard. This change in ownership is permanent.
Artifact
{T}: Each player draws a card.
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {U} or {B}.
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {W} or {U}.
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {B} or {G}.
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {B} or {R}.
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {G} or {W}.
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {W} or {B}.
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {R} or {W}.