11213 Wheeler Ridge Drive, Manassas, VA, 20109
Cards Tracked
9204
In Stock
9204
Rating
—
Inventory last scanned: 6/27/2026, 6:09:43 PM
Creature — Angel
Flying, first strike, vigilance, lifelink
Enchantment Creature — Human Samurai
Vigilance (Attacking doesn't cause this creature to tap.) Channel — {2}, Discard this card: Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle. You gain 2 life.
Creature — Human Cleric
Kicker {1}{W} (You may pay an additional {1}{W} as you cast this spell.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, if it was kicked, return target nonland permanent card with mana value 2 or less from your graveyard to the battlefield.
Land
This land enters tapped. {T}: Add {R} or {W}. {4}, {T}, Sacrifice this land: Draw a card.
Creature — Treefolk Cleric
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.) Vigilance
Creature — Avatar
Converge — When this creature enters, exile target nonland permanent an opponent controls with mana value less than or equal to the number of colors of mana spent to cast this creature. {2}: Put target card from a graveyard on the bottom of its owner's library.
Instant
Destroy target artifact or enchantment, then populate. (Create a token that's a copy of a creature token you control.)
Sorcery
Choose one — • Destroy target nontoken artifact or enchantment an opponent controls. Incubate 2. (Create an Incubator token with two +1/+1 counters on it and "{2}: Transform this token." It transforms into a 0/0 Phyrexian artifact creature.) • Incubate 2, then transform an Incubator token you control.
Legendary Artifact Creature — Construct
Artifact — Equipment
Equipped creature gets +1/+0 and has "Whenever this creature attacks, you may sacrifice Sunfire Torch. When you do, this creature deals 2 damage to any target." Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Pegasus
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Land — Island Swamp
({T}: Add {U} or {B}.) This land enters tapped unless you control two or more basic lands.
Land — Plains Swamp
({T}: Add {W} or {B}.) This land enters tapped.
Creature — Pegasus
Flying {1}{W}: This creature gains vigilance and lifelink until end of turn. (Attacking doesn't cause it to tap. Damage dealt by it also causes you to gain that much life.)
Creature — Kirin
Flash Flying When this creature enters, return up to one other target nonland permanent you control to its owner's hand. If it was a token, draw a card.
Land
This land enters tapped unless you control a Forest or a Plains. {T}: Add {G} or {W}.
Land — Desert
When this land enters, it deals 1 damage to target player or planeswalker. {T}: Add {C}.
Artifact
This artifact enters with three brick counters on it. {2}, {T}, Remove a brick counter from this artifact: Draw a card. {2}, {T}: Scry 1.
Sorcery
If an opponent has more life than you, you gain 4 life. If an opponent controls more creatures than you, create two 1/1 white Human creature tokens. If an opponent has more cards in hand than you, draw a card.
Creature — Human Rogue
Menace Ward—Discard a card. Whenever this creature attacks, put a +1/+1 counter on target creature an opponent controls.
Creature — Human Monk
{T}: Add {R}. {2}{R}, {T}, Sacrifice this creature: It deals 6 damage to target creature with flying.
Creature — Human Soldier
Tap two untapped artifacts and/or creatures you control: This creature deals 1 damage to each opponent. Activate only as a sorcery.
Creature — Frog Druid
When this creature enters, put a +1/+1 counter on target creature and you gain 1 life.
Legendary Creature — Spider Human Hero
During your turn, Sun-Spider has flying. When Sun-Spider enters, search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.
Creature — Human Cleric
At the beginning of your end step, if you control two or more tapped creatures, put a +1/+1 counter on target creature you control. {2}, Remove a +1/+1 counter from a creature you control: Tap target artifact or creature.
Creature — Human Knight
When this creature enters, if an opponent controls more lands than you, create a Lander token. (It's an artifact with "{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.") Landfall — Whenever a land you control enters, this creature gets +1/+0 until end of turn.
Creature — Human Artificer
Whenever you cast your second spell each turn, put a +1/+1 counter on this creature and draw a card.
Creature — Giant
Vigilance Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Creature — Human Warrior Ally
Firebending X, where X is the number of creatures you control. (Whenever this creature attacks, add X {R}. This mana lasts until end of combat.) {5}: Create a 1/1 white Ally creature token.
Legendary Artifact Creature — Robot Villain
Super-Adaptoid's power is equal to the number of legendary creatures you control. Whenever Super-Adaptoid enters or attacks, choose another target creature. If that creature has haste and Super-Adaptoid doesn't, put a haste counter on Super-Adaptoid. Do the same for flying, first strike, double strike, deathtouch, indestructible, lifelink, menace, reach, trample, and vigilance.
Enchantment — Aura
Enchant creature At the beginning of the upkeep of enchanted creature's controller, that player draws a card.
Creature — Human Rogue Villain
Trample Whenever you cast a spell with mana value 4 or greater, you may exile the top card of your library. If you do, you may play that card until you exile another card with this creature.
Creature — Mutant Warrior
Trample When this creature enters or dies, return up to one target Aura or Equipment card from your graveyard to your hand.
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control."
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has first strike and vigilance, and is a legendary Soldier in addition to its other types. Whenever enchanted creature attacks or blocks, attach any number of target Equipment you control to it.
Enchantment — Aura
Flash Enchant creature When this Aura enters, enchanted creature gains first strike until end of turn. Enchanted creature gets +1/+0 and has haste.
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4 and has trample and ward {1}. (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Artifact — Equipment
Flash When this Equipment enters, attach it to target creature you control. Untap that creature. Equipped creature gets +1/+2. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Enchantment
Flash When this enchantment enters, exile target tapped creature an opponent controls until this enchantment leaves the battlefield.
Sorcery
Choose one — • Suplex deals 3 damage to target creature. If that creature would die this turn, exile it instead. • Exile target artifact.
Creature — Human Citizen
Tap two untapped creatures you control: Add one mana of any color.
Sorcery
This spell can't be countered. Destroy all creatures.
Creature — Human Assassin
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever this creature attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)
Instant
Target creature gets +3/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Artifact — Vehicle
Menace When this Vehicle enters, it deals damage equal to twice the number of Vehicles you control to target creature or planeswalker an opponent controls. Crew 4
Instant
You and permanents you control gain hexproof until end of turn. Prevent all damage that black and/or red sources would deal to creatures you control this turn.
Creature — Merfolk Wizard
Whenever this creature becomes tapped, you may pay {1}{U}. If you do, return target permanent to its owner's hand.
Artifact
{1}, Sacrifice this artifact: Draw a card. {2}{U}, Sacrifice this artifact: Return target creature to its owner's hand. Draw a card. Activate only as a sorcery.
Enchantment — Room // Enchantment — Room
Sorcery
Amass Orcs 3, then target player mills X cards, where X is the amassed Army's power. (To amass Orcs 3, put three +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)