Philadelphia, PA
Cards Tracked
621
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Inventory last scanned: 5/28/2026, 6:15:35 PM
Enchantment
Flash When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. Cycling {W} ({W}, Discard this card: Draw a card.)
Instant
Cast this spell only during combat. Return target creature card from your graveyard to the battlefield. That creature gains haste. Return it to your hand at the beginning of the next end step. You may put a creature card from your hand onto the battlefield. That creature gains haste. Its controller sacrifices it at the beginning of the next end step.
Enchantment Creature — Archon
Bestow {5}{W}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Flying, first strike Enchanted creature gets +4/+4 and has flying and first strike.
Instant
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Creature — Devil
At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand. Whenever you cast an instant or sorcery spell, this creature gets +4/+0 until end of turn.
Creature — Nightmare
Mutate {4}{B} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, each opponent sacrifices a creature of their choice.
Creature — Whale
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever this creature attacks, you may exile target creature defending player controls until this creature leaves the battlefield. (That creature returns under its owner's control.)
Instant
Command the Storm deals 5 damage to target creature.
Land
{T}: Add one mana of any color in your commander's color identity.
Land
{T}: Add one mana of any color in your commander's color identity.
Instant
Target player gains 2 life for each creature on the battlefield.
Artifact
At the beginning of your end step, you may exile target creature you control, then return that card to the battlefield under your control.
Instant
Strive — This spell costs {2}{G} more to cast for each target beyond the first. Destroy any number of target artifacts and/or enchantments.
Creature — Human Soldier
First strike Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Whenever this creature attacks, if it's renowned, other attacking creatures you control get +1/+1 until end of turn.
Creature — Sphinx
Flying Whenever this creature attacks, each player chooses a card name. Then each player reveals the top card of their library. If the card a player revealed has the name they chose, that player puts it into their hand. If it doesn't, that player puts it on the bottom of their library.
Creature — Merfolk Warrior
Land
This land enters tapped. {T}: Add {U}, {B}, or {R}.
Enchantment
Whenever you cycle a card, you may have this enchantment become a copy of another target permanent until your next turn, except it has this ability.
Creature — Human Shaman
Whenever a permanent you control transforms into a non-Human creature, create a 2/2 green Wolf creature token.
Creature — Human Warlock
Haste This creature attacks each combat if able. {1}{B}, Exile this card from your graveyard: Put an indestructible counter on target creature. Activate only as a sorcery.
Land
{1}, {T}: Add {U}{B}.
Instant
Destroy target nonblack creature. Madness {B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature — Kor Wizard
Flying {8}: Tap all creatures target player controls.
Sorcery
Each player other than target player creates a 5/5 red Dragon creature token with flying.
Sorcery
Death Grasp deals X damage to any target. You gain X life.
Instant
Destroy target creature. Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Creature — Merfolk Wizard
Inspired — Whenever this creature becomes untapped, target creature an opponent controls gets -3/-0 until end of turn.
Creature — Human Warrior
Creatures with power less than this creature's power can't block it. Megamorph {1}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When this creature is turned face up, return target card from your graveyard to your hand.
Land — Desert
This land enters tapped. {T}: Add {W}. Cycling {1}{W} ({1}{W}, Discard this card: Draw a card.)
Sorcery
Destroy target permanent.
Land
{T}: Add {C}. {1}{U}{R}, {T}: Draw a card, then discard a card.
Creature — Kor Cleric
Protection from black When this creature enters, exile target black permanent.
Enchantment
Flash Creatures you control get +2/+2.
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {U}{B}.
Land — Gate
This land enters tapped. {T}: Add {U} or {B}.
Creature — Horror
When this creature enters, return target permanent to its owner's hand, then that player discards a card.
Creature — Human Wizard
When this creature enters, sacrifice another creature. You gain X life and draw X cards, where X is that creature's power.
Sorcery
Return target creature card from your graveyard to your hand.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {B}.
Instant
Kicker {2}{U} (You may pay an additional {2}{U} as you cast this spell.) Destroy target artifact or enchantment. If this spell was kicked, draw two cards.
Instant
Destroy target attacking or blocking creature.
Creature — Djinn
({U/R} can be paid with either {U} or {R}.) Flying Each instant and sorcery spell you cast has replicate. The replicate cost is equal to its mana cost. (When you cast it, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Creature — Human Cleric Mercenary
{B}, {T}, Sacrifice this creature: Return target creature card from your graveyard to the battlefield.
Creature — Dragon
Flying {R}: This creature gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.
Enchantment Creature — Nymph
Constellation — Whenever this creature or another enchantment you control enters, target creature gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Sorcery
Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library.
Artifact
{T}: Add {C}{C}{C}. {3}, {T}, Sacrifice this artifact: Draw three cards.
Land
This land enters tapped. {T}: Add {W}. Cycling {2} ({2}, Discard this card: Draw a card.)
Legendary Creature — Dragon
Flying Whenever a Dragon you control attacks, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Land
{T}: Add {C}. {3}: Return this card from your graveyard to the battlefield tapped.
Creature — Human Wizard
Flash When this creature enters, copy target instant or sorcery spell. You may choose new targets for the copy.
Sorcery
Return up to two target creature cards from your graveyard to your hand.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +1/+1. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Creature — Human Advisor
{3}{G}: Target creature gets +X/+X until end of turn, where X is the number of creatures you control.