11213 Wheeler Ridge Drive, Manassas, VA, 20109
Cards Tracked
9180
In Stock
9180
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Inventory last scanned: 6/21/2026, 6:07:59 PM
Enchantment
When this enchantment enters, draw a card. Cards in graveyards can't be the targets of spells or abilities.
Sorcery
Create a 2/2 red and white Spirit creature token. Flashback—Tap three untapped creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
This spell costs {1} less to cast if it targets a Spider. Target creature gets +4/+4 until end of turn.
Sorcery
Kicker {2} (You may pay an additional {2} as you cast this spell.) Search your library for a basic land card, put it onto the battlefield, then shuffle. If this spell was kicked, instead search your library for two basic land cards, put them onto the battlefield, then shuffle.
Enchantment
Flash When this enchantment enters, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) Whenever you turn a permanent face up, put a +1/+1 counter on it.
Sorcery
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on that creature.
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
Kindred Sorcery — Goblin
Choose two — • Create a token that's a copy of target Goblin you control. • Creatures target player controls get +1/+1 and gain haste until end of turn. • Destroy target artifact or creature. • Target player mills five cards, then puts each Goblin card milled this way into their hand.
Sorcery
Put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. Exile it at the beginning of the next end step. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
Sorcery
Choose one — • You draw two cards and you lose 2 life. • Creatures your opponents control get -1/-1 until end of turn.
Creature — Satyr Warrior
Trample When this creature enters, if it isn't a token, create two tokens that are copies of it. When this creature dies, put a number of +1/+1 counters equal to its power on each creature you control named Gruff Triplets.
Legendary Creature — Goblin Shaman
Each other non-Human creature you control enters with an additional +1/+1 counter on it.
Artifact
{T}: Add {R} or {G}. {R}{G}, {T}, Sacrifice this artifact: Draw a card.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0 and has flying. {3}{W}: Return this card from your graveyard to the battlefield attached to target creature. Activate only as a sorcery.
Artifact — Food
Flash When this artifact enters, target creature gets +2/+2 until end of turn. Untap it. {2}, {T}, Sacrifice this artifact: You gain 3 life.
Land — Town
This land enters tapped. {T}: Add {G} or {U}.
Enchantment — Aura
Enchant creature Enchanted creature has defender.
Creature — Human Noble
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, create two 3/3 white Knight creature tokens.
Creature — Shapeshifter
Changeling (This card is every creature type.) When this creature enters, put a +1/+1 counter on target creature.
Creature — Human Soldier
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Whenever this creature enlists a creature, scry 2. Discard a card: This creature gains indestructible until end of turn. Tap it.
Creature — Elephant Warrior
Vigilance Whenever a modified creature you control dies, manifest the top card of your library. (Equipment, Auras you control, and counters are modifications. To manifest a card, put the top card of your library onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Creature — Angel
Flying This creature can block any number of creatures. Whenever this creature blocks, it gets +1/+1 until end of turn for each creature it's blocking.
Creature — Angel
As an additional cost to cast this spell, tap four untapped artifacts, creatures, and/or lands you control. Flying
Creature — Spirit
Protection from monocolored
Creature — Moonfolk Samurai
Defender Modified creatures you control can attack as though they didn't have defender. (Equipment, Auras you control, and counters are modifications.)
Creature — Horse Mount
Ward {2} Whenever this creature attacks while saddled, search your library for a nonland permanent card with mana value 3 or less, put it onto the battlefield, then shuffle. Saddle 4
Instant
For each player, choose target nonenchantment, nonland permanent that player controls. Those permanents' owners shuffle them into their libraries. Each player who controlled one of those permanents exiles cards from the top of their library until they exile a nonland card, then puts the rest on the bottom of their library in a random order. Each player may cast the nonland card they exiled without paying its mana cost.
Instant
Target creature gets +1/+0 and gains first strike until end of turn. Draw a card.
Artifact
When this artifact enters, draw a card. {2}, {T}: Target Mount you control becomes saddled until end of turn. Activate only as a sorcery. {2}, {T}: Target Vehicle you control becomes an artifact creature until end of turn.
Artifact Creature — Robot
{T}: Add {U}. Spend this mana only to cast an artifact spell or activate an ability.
Artifact — Vehicle
Vigilance When this Vehicle enters, you may search your library for an artifact card and reveal it. Put it onto the battlefield if its mana value is 2 or less. Otherwise, put it into your hand. If you search your library this way, shuffle. Crew 2
Artifact Creature — Robot Artificer
Flying This creature gets +1/+0 for each artifact you control.
Artifact
When this artifact enters, draw a card. {2}, {T}, Sacrifice this artifact: Add two mana of different colors.
Enchantment — Aura
Enchant creature Enchanted creature has protection from multicolored.
Creature — Phyrexian Horror
When this creature enters or dies, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature — Phyrexian Horror
Flying Whenever you draw your second card each turn, put a +1/+1 counter on this creature. When this creature dies, return another target creature card with mana value less than or equal to this creature's power from your graveyard to the battlefield.
Creature — Zombie Fish
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)
Creature — Human Ranger
When this creature enters, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.
Creature — Demon
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, target creature an opponent controls gets -2/-2 until end of turn and target creature you control gets +2/+2 until end of turn.
Legendary Creature — Human Monk Ally
When Guru Pathik enters, look at the top five cards of your library. You may reveal a Lesson, Saga, or Shrine card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Whenever you cast a Lesson, Saga, or Shrine spell, put a +1/+1 counter on another target creature you control.
Creature — Human Soldier
Whenever this creature becomes blocked, you may untap it and remove it from combat.
Sorcery
This spell costs {2} less to cast if you control a creature with flying. Return target nonland permanent you don't control to its owner's hand. Draw a card.
Creature — Skeleton Pirate
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Raid — When this creature enters, if you attacked this turn, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.
Creature — Goblin Berserker
At the beginning of your first main phase, you may blight 2. If you don't, you lose 3 life. (To blight 2, put two -1/-1 counters on a creature you control.)
Creature — Goblin Shaman
Whenever you cast an instant or sorcery spell, this creature deals 2 damage to each opponent.
Creature — Crocodile
When this creature dies, put a +1/+1 counter on target creature you control.
Creature — Human Advisor
{T}: Add one mana of any color. Web Support — {2}{G}, {T}: Put a +1/+1 counter on target Spider. Activate only as a sorcery.
Legendary Creature — Bird Noble
Flying Whenever Gwaihir attacks, target attacking creature gains flying until end of turn. At the beginning of each end step, if you gained 3 or more life this turn, create a 3/3 white Bird creature token with flying and "Whenever this token attacks, target attacking creature gains flying until end of turn."
Legendary Creature — Bird Noble
This spell costs {2} less to cast as long as you've drawn two or more cards this turn. Flying, vigilance Other Birds you control have vigilance.
Creature — Elf Druid
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) {T}: Add {G} for each +1/+1 counter on this creature.
Legendary Creature — Demon Kraken
Companion — Your starting deck contains only cards with even mana values. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} as a sorcery.) When Gyruda enters, each player mills four cards. Put a creature card with an even mana value from among the milled cards onto the battlefield under your control.
Sorcery
Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." Flashback {6}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Human Soldier
Whenever this creature and at least two other creatures attack, create a 1/1 white Soldier creature token with lifelink.
Creature — Snake
This creature enters with two +1/+1 counters on it. Each creature you control with a +1/+1 counter on it has menace. (A creature with menace can't be blocked except by two or more creatures.)