Inventory last scanned: 5/2/2026, 6:12:37 PM
Creature — Snake
First strike Whenever this creature deals combat damage to a creature, destroy that creature.
Creature — Dragon
Flying Devour 1 (As this creature enters, you may sacrifice any number of creatures. It enters with that many +1/+1 counters on it.) When this creature enters, it deals damage to any target equal to twice the number of Goblins it devoured.
Creature — Shark
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, counter target artifact or creature spell.
Creature — Insect
Vigilance, trample Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Legendary Creature — Human Merfolk
{G}{U}, {T}: Double the number of each kind of counter on target artifact, creature, or land.
Legendary Creature — Dragon
Flying Whenever Vorosh deals combat damage to a player, you may pay {2}{G}. If you do, put six +1/+1 counters on Vorosh.
Instant
Return target creature to its owner's hand. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Plant Zombie
Flying Whenever a card is put into an opponent's graveyard from anywhere, put a +1/+1 counter on this creature.
Creature — Merfolk Soldier
Whenever a permanent you control becomes untapped, this creature gets +1/+1 until end of turn.
Sorcery
Return all artifact cards from your graveyard to the battlefield. They gain haste until end of turn.
Creature — Whale
Creatures your opponents control get -1/-0. {1}{U}, Discard this card: Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
Sorcery
Buyback—Sacrifice three Islands. (You may sacrifice three Islands in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Target player takes an extra turn after this one.
Sorcery
Destroy target non-Merfolk creature.
Creature — Human Ninja
Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, look at that player's hand. {1}{U}: Return target Ninja you control to its owner's hand. Activate only during your turn.
Artifact Creature — Golem
Defender (This creature can't attack.) This creature enters with a +1/+1 counter on it. At the beginning of each player's upkeep, that player draws a card for each +1/+1 counter on this creature. {2}{W}{U}: Put a +1/+1 counter on this creature.
Creature — Wall
Defender, flying (This creature can't attack, and it can block creatures with flying.)
Creature — Plant Wall
Defender When this creature enters, draw a card.
Creature — Skeleton Wall
Defender (This creature can't attack.) {B}: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Creature — Wall
Defender, flying Shroud (This creature can't be the target of spells or abilities.)
Creature — Wall
Defender (This creature can't attack.) {2}{B}, {T}: Target player discards a card. Activate only as a sorcery.
Creature — Wall
Defender (This creature can't attack.) Whenever this creature is dealt combat damage, you gain that much life.
Creature — Wall
Defender (This creature can't attack.) This creature can block any number of creatures.
Creature — Wall
Defender (This creature can't attack.) Whenever this creature is dealt damage, you gain that much life.
Artifact Creature — Wall
Defender (This creature can't attack.) When this creature blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
Creature — Wall
Defender (This creature can't attack.) When this creature enters, target player mills four cards. (They put the top four cards of their library into their graveyard.)
Creature — Wall
Defender When this creature enters, exile a card from the top of your library face down for each opponent you have. Coven — At the beginning of your end step, if you control three or more creatures with different powers, put a card exiled with this creature into its owner's hand.
Creature — Wall
Defender (This creature can't attack.) {G}, Sacrifice a Wall: Draw a card.
Creature — Wall
Defender When this creature enters, draw a card.
Creature — Plant Wall
Defender Put a -0/-1 counter on this creature: Add {G}. Activate only once each turn.
Creature — Wall
Defender (This creature can't attack.)
Artifact Creature — Wall
Defender {G}: This creature gains reach until end of turn. (It can block creatures with flying.)
Creature — Wall
Defender (This creature can't attack.) Whenever this creature blocks a creature, return that creature to its owner's hand at end of combat.
Creature — Wall
Defender (This creature can't attack.) {2}{U}{U}: This creature gets +4/-4 until end of turn and can attack this turn as though it didn't have defender.
Sorcery
Target creature you control deals damage equal to its power to each other creature. Until end of turn, whenever a creature you control dies, exile the top card of your library. You may play it until the end of your next turn.
Creature — Illusion
Flying Players play with their hands revealed.
Land
This land enters tapped. {T}: Add {U} or {R}. {2}{U}{R}: Until end of turn, this land becomes a 1/4 blue and red Elemental creature with "{0}: Switch this creature's power and toughness until end of turn." It's still a land.
Land
{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Enchantment
{X}{U}: This turn, creatures can't attack unless their controller pays {X} for each attacking creature they control.
Creature — Phoenix
Flying, haste Whenever you attack with three or more creatures, you may pay {2}{R}. If you do, return this card from your graveyard to the battlefield tapped and attacking.
Creature — Human Soldier
As long as this creature has three or more counters on it, it has flying and vigilance. Tap three untapped artifacts and/or creatures you control: Put a +1/+1 counter on this creature. Scry 1. Activate only as a sorcery.
Instant
Warleader's Helix deals 4 damage to any target and you gain 4 life.
Enchantment — Aura
Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, this Aura deals 1 damage to that player.
Enchantment
Whenever a permanent is returned to a player's hand, that player discards a card.
Instant
({C} represents colorless mana.) Choose one — • Exile target creature with power or toughness 1 or less. • Counter target sorcery spell. • Create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add {C}."
Creature — Angel Warrior
Flying Whenever this creature deals damage, you gain that much life.
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Creatures you control get +2/+2 until end of turn.
Instant
Until end of turn, up to two target creatures you control each gain "Whenever this creature deals combat damage to a player, draw a card."
Enchantment
Whenever a creature you control enters, it deals damage equal to its power to any target.
Creature — Human Rebel Ally
Haste Whenever another Ally you control enters, put a +1/+1 counter on that creature and it gains haste until end of turn.