Inventory last scanned: 5/1/2026, 6:12:06 PM
Land
{T}: Add {C}{C}. Activate only if you control five or more lands.
Creature — Human Wizard
{U}{U}{U}, {T}: Return target permanent to its owner's hand.
Artifact
{5}, {T}: Shuffle your library, then reveal the top card. Until end of turn, for as long as that card remains on top of your library, play with the top card of your library revealed and you may play that card without paying its mana cost. (If it has X in its mana cost, X is 0.)
Enchantment — Aura
Flash Enchant creature Enchanted creature has shadow. (It can block or be blocked by only creatures with shadow.) Prevent all damage that would be dealt by enchanted creature.
Enchantment
When this enchantment enters, exile each nonland permanent with mana value 2 or less until this enchantment leaves the battlefield.
Sorcery
Tempting offer — Put a +1/+1 counter on each creature you control. Each opponent may put a +1/+1 counter on each creature they control. For each opponent who does, put a +1/+1 counter on each creature you control.
Sorcery
Tempting offer — Create X 1/1 red Elemental creature tokens with haste. Each opponent may create X 1/1 red Elemental creature tokens with haste. For each opponent who does, create X 1/1 red Elemental creature tokens with haste.
Sorcery
For each opponent, gain control of up to one target creature or planeswalker that player controls with mana value 3 or less.
Creature — Cat
{1}{G}: You may return another creature you control to its owner's hand. If you do, this creature gains indestructible until end of turn.
Creature — Skeleton Warrior
When this creature dies, you may pay {1}{B}. If you do, return it to the battlefield tapped under its owner's control.
Legendary Creature — Dragon
Flying Whenever Teneb deals combat damage to a player, you may pay {2}{B}. If you do, put target creature card from a graveyard onto the battlefield under your control.
Creature — Human
{1}{W}, Collect evidence 2: This creature becomes a Human Detective with base power and toughness 4/4 and gains vigilance. {2}{W}, Collect evidence 4: If this creature is a Detective, it becomes a legendary creature named Mileva, the Stalwart, it has base power and toughness 5/5, and it gains "Other creatures you control have indestructible."
Creature — Human Soldier
Haste Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature, then scry 1.
Creature — Elephant
When this creature enters, you may destroy up to three target noncreature permanents. For each permanent put into a graveyard this way, its controller creates a 3/3 green Elephant creature token.
Sorcery
You may put an artifact or creature card from your hand onto the battlefield. That permanent gains haste, "When this permanent leaves the battlefield, it deals damage equal to its mana value to each creature," and "At the beginning of your end step, sacrifice this permanent."
Instant
Destroy target creature. It can't be regenerated.
Sorcery
Put all creatures on the bottom of their owners' libraries. Miracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Land
{T}: Add {C}. {2}, {T}: You may put a basic land card from your hand onto the battlefield tapped.
Creature — Dragon
Flying, haste At the beginning of combat on your turn, choose an opponent at random that this creature didn't attack during your last combat. This creature attacks that player this combat if able. If you can't choose an opponent this way, tap this creature.
Instant
Destroy target nonartifact, nonblack creature. It can't be regenerated.
Sorcery
Fathomless descent — All creatures get -X/-X until end of turn, where X is the number of permanent cards in your graveyard.
Legendary Creature — Bird Cleric
Flying Whenever you cast a historic spell, return target creature card with mana value 3 or less from your graveyard to the battlefield. (Artifacts, legendaries, and Sagas are historic.)
Enchantment
At the beginning of your upkeep, if you have 50 or more life, you win the game.
Enchantment
{X}: This enchantment becomes an X/X Wall creature with defender in addition to its other types until end of turn.
Creature — Cat Cleric
Heroic — Whenever you cast a spell that targets this creature, return target creature card with mana value 2 or less from your graveyard to the battlefield.
Artifact Creature — Construct
Flying This creature enters with three +1/+1 counters on it. At the beginning of your upkeep, you may remove any number of +1/+1 counters from this creature. If you do, create that many 1/1 colorless Tetravite artifact creature tokens. They each have flying and "This token can't be enchanted." At the beginning of your upkeep, you may exile any number of tokens created with this creature. If you do, put that many +1/+1 counters on this creature.
Legendary Creature — Human Rogue
Creatures you control with power or toughness 1 or less can't be blocked.
Legendary Creature — Human Advisor
Vigilance, protection from creatures Whenever a creature deals combat damage to you, destroy that creature. Create a 1/1 white and black Spirit creature token with flying.
Legendary Creature — Human Advisor
Deathtouch At the beginning of your end step, investigate for each opponent who lost life this turn. Whenever a Clue you control is put into a graveyard from the battlefield, create a 1/1 white and black Spirit creature token with flying. This ability triggers only once each turn.
Sorcery
({U/P} can be paid with either {U} or 2 life.) Draw two cards, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Artifact
When this artifact enters, look at the top five cards of your library. You may reveal a blue or artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. {5}{U}, {T}, Sacrifice this artifact: Creatures you control can't be blocked this turn.
Legendary Creature — Merfolk Rogue
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Thada Adel deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles. Until end of turn, you may play that card.
Creature — Thalakos Wizard
Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever this creature attacks and isn't blocked, you may sacrifice it. If you do, gain control of target creature. (This effect lasts indefinitely.)
Legendary Creature — Human Soldier
First strike Noncreature spells cost {1} more to cast.
Legendary Creature — Human Soldier
First strike Creatures and nonbasic lands your opponents control enter tapped.
Legendary Creature — Human Cleric
At the beginning of each end step, create X 1/1 white Spirit creature tokens with flying, where X is the number of tokens you created this turn.
Creature — Fungus
{2}, Sacrifice a creature: Draw a card.
Instant
Choose one — • Look at the top X cards of your library. Put up to two of them into your hand and the rest on the bottom of your library in a random order. • Counter target spell unless its controller pays twice {X}.
Legendary Artifact
{4}, {T}: Put a divinity counter on target permanent other than That Which Was Taken. Each permanent with a divinity counter on it has indestructible.
Creature — Atog
Sacrifice a land: This creature gets +1/+1 until end of turn. Sacrifice an enchantment: This creature gets +1/+1 until end of turn.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — Exile a permanent card from your graveyard. You gain life equal to its mana value. II — Put a number of +1/+1 counters on target creature you control equal to the mana value of the exiled card. III — Return this Saga and the exiled card to their owner's hand.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of target creature for as long as this Saga remains on the battlefield. II — Until your next turn, creatures your opponents control attack each combat if able. III — Each tapped creature deals damage to itself equal to its power.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.