11213 Wheeler Ridge Drive, Manassas, VA, 20109
Cards Tracked
9204
In Stock
9204
Rating
—
Inventory last scanned: 6/27/2026, 6:09:43 PM
Enchantment
Whenever you put one or more +1/+1 counters on a creature you control, put a supply counter on this enchantment. {2}, Remove a supply counter from this enchantment: Draw a card.
Legendary Creature — Insect Mutant Scientist
Flying When Stockman enters, draw a card, then discard a card. Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Creature — Dwarf Knight
When this creature enters, you may return another target nonland permanent you control to its owner's hand. If you do, scry 2.
Creature — Elf Druid
{1}{B/G}, Exile this card from your graveyard: Create a 2/2 black and green Elf creature token. Activate only as a sorcery.
Instant
Metalcraft — This spell costs {1} less to cast if you control three or more artifacts. Counter target spell.
Creature — Sphinx
Flash Flying This creature has hexproof as long as you haven't cast a spell this turn.
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Stoke the Flames deals 4 damage to any target.
Artifact — Equipment
Flash When this Equipment enters, attach it to target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) Equipped creature gets +1/+0. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Enchantment
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
Instant
Choose target creature you control and target Equipment. Gain control of that Equipment until end of turn. Attach it to the chosen creature. When you lose control of that Equipment this turn, if it's attached to a creature you control, unattach it.
Instant
Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking. A creature with first strike deals combat damage before creatures without first strike.)
Instant
Kicker—Sacrifice an artifact or creature. (You may sacrifice an artifact or creature in addition to any other costs as you cast this spell.) Target creature gets -2/-2 until end of turn. If this spell was kicked, that creature gets -5/-5 until end of turn instead.
Legendary Artifact
If a creature an opponent controls would die, exile it instead. {2}, {T}, Sacrifice Stone of Erech: Exile target player's graveyard. Draw a card.
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Stonesplitter Bolt deals X damage to target creature or planeswalker. If this spell was bargained, it deals twice X damage to that permanent instead.
Artifact Creature — Beast
Stonework Packbeast is also a Cleric, Rogue, Warrior, and Wizard. {2}: Add one mana of any color.
Enchantment — Aura
Flash Enchant artifact or creature When this Aura enters, tap enchanted permanent. Enchanted permanent loses all abilities and doesn't untap during its controller's untap step.
Artifact — Equipment
Equipped creature gets +3/+0. Whenever equipped creature attacks, draw a card if you control three or more attacking creatures. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Spirit
Flying This creature can block only creatures with flying. 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.)
Creature — Otter Wizard
Haste Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Instant and sorcery spells you cast cost {1} less to cast.
Creature — Drake
Flying Whenever this creature becomes the target of a spell you control, draw a card.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When this Class enters, create a 1/1 blue and red Otter creature token with prowess. {3}{U}: Level 2 When this Class becomes level 2, return target instant or sorcery card from your graveyard to your hand. {5}{U}: Level 3 Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Otter creature token with prowess.
Creature — Ogre Warrior
{1}, Sacrifice another creature or artifact: Put a +1/+1 counter on this creature and draw a card. Activate only as a sorcery.
Sorcery
Storm (When you cast this spell, copy it for each spell cast before it this turn.) Exile an instant or sorcery card with mana value 3 or less from your graveyard at random. You may cast it without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Creature — Dragon
Flying Other Dragons you control get +1/+1. Storm (When you cast this spell, copy it for each spell cast before it this turn. Copies become tokens.)
Sorcery
Storm's Wrath deals 4 damage to each creature and each planeswalker.
Sorcery
Distribute four +1/+1 counters among up to four target creatures you control. Creatures you control gain vigilance and trample until end of turn.
Legendary Creature — Mutant Hero
Flying Creatures with flying can't attack you or block creatures you control. Whenever you cast a spell that targets one or more creatures, those creatures gain flying until end of turn.
Legendary Creature — Giant
Ward {3} Other creatures you control have ward {3}. Whenever Storvald enters or attacks, choose one or both — • Target creature has base power and toughness 7/7 until end of turn. • Target creature has base power and toughness 1/1 until end of turn.
Creature — Faerie Wizard
Flying Whenever you cast an Adventure spell, draw a card.
Instant
Choose one — • Put two +1/+1 counters on target creature you control. • Put two lore counters on target Saga you control. The next time one or more enchantment creatures you control enter this turn, each enters with two additional +1/+1 counters on it.
Legendary Creature — Human Wizard
Sketch and Lore — {2}{R}, {T}: Target opponent exiles cards from the top of their library until they exile an instant, sorcery, or creature card. You may cast that card without paying its mana cost. If you cast a creature spell this way, it gains haste and "At the beginning of the end step, sacrifice this creature." Activate only as a sorcery.
Land
This land enters tapped unless a player has 13 or less life. {T}: Add {B} or {G}.
Sorcery
Target opponent exiles a creature they control and their graveyard.
Creature — Elemental
Flying When this creature enters, target creature gains flying until end of turn. Basic landcycling {1}{U} ({1}{U}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Creature — Vampire
Flying, haste Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) Max speed — This creature has lifelink.
Sorcery
Target player mills four cards. You shuffle up to four cards from your graveyard into your library. Replicate {2}{U}{U} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Creature — Cat Citizen
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) This creature assigns combat damage equal to its toughness rather than its power.
Creature — Wraith
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Cycling—Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)
Instant
Target creature gets +2/+2 until end of turn. If you control an Equipment, create a 1/1 white Human Soldier creature token.
Sorcery
Choose target creature you control. Put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Instant
Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Target creature you control gets +2/+2 until end of turn. If this spell was kicked, put a +1/+1 counter on each creature you control.
Enchantment — Aura
Enchant creature Domain — Enchanted creature gets +1/+1 for each basic land type among lands you control.
Instant
Stress Dream deals 5 damage to up to one target creature. Look at the top two cards of your library. Put one of those cards into your hand and the other on the bottom of your library.
Legendary Creature — Human Ranger
Landfall — Whenever a land you control enters, target creature gets +1/+1 until end of turn. Then if that creature has power 4 or greater, it gains first strike until end of turn.
Instant
Return target creature to its owner's hand. Then that creature's controller may pay {U}{U}. If the player does, they may copy this spell and may choose a new target for that copy.
Artifact — Vehicle
Flying When this Vehicle enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Instant
Counter target artifact, creature, or planeswalker spell. Its controller creates a 2/2 blue Bird creature token with flying.
Creature — Vampire Rogue
At the beginning of your end step, if an opponent lost life this turn, put a +1/+1 counter on target Vampire you control.
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.
Creature — Human Monk
Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn.
Creature — Orc Pirate
Raid — When this creature enters, if you attacked this turn, exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
Legendary Creature — Mutant Berserker
Ward {2} Enrage — Whenever Strong is dealt damage, you get three rad counters and put three +1/+1 counters on Strong. You gain life rather than lose life from radiation.