Inventory last scanned: 4/27/2026, 1:39:09 AM
Creature — Human Hero
When this creature enters, you gain 2 life.
Instant
Choose one or both — • Counter target spell. • Tap one or two target creatures.
Creature — Treefolk Warrior
When this creature enters, create a 1/1 green Elf Warrior creature token.
Legendary Creature — Dwarf Cleric
Haste Whenever Amber Gristle O'Maul attacks, you may discard your hand. If you do, draw a card for each player being attacked. Choose a Background (You can have a Background as a second commander.)
Sorcery
You draw three cards and you lose 3 life.
Creature — Elf
Forests you control are 1/1 green Elf creatures that are still lands. {1}{G}, Sacrifice an Elf: Target creature gets +3/+3 until end of turn.
Creature — Insect
Flash When this creature enters, target creature an opponent controls gets -2/-2 until end of turn.
Creature — Human Soldier
Flash Flying {5}: Creatures you control get +1/+1 until end of turn.
Artifact — Equipment
Equipped creature gets +3/+0 and is every creature type. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Artifact
{5}, {T}, Exile this artifact: Exile target artifact, creature, or land. Activate only as a sorcery.
Legendary Creature — Spirit Soldier
Flash First strike Whenever another nontoken creature you control dies, Anafenza endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
Creature — Human Wizard
When this creature enters, you may return target sorcery card from your graveyard to your hand.
Legendary Enchantment Creature — Demigod
Anax's power is equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This token can't block." If the creature had power 4 or greater, create two of those tokens instead.
Creature — Dragon
Flying Whenever one or more creatures you control attack, you gain 1 life for each attacking creature.
Sorcery
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard. Draw a card.
Artifact — Equipment
When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it. Equipped creature gets +1/+1. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Enchantment Creature — Horror
Each spell you cast that's a Demon, Horror, or Nightmare costs {1} less to cast. Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference.
Creature — Hydra
Fading 5 (This creature enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) {1}, Remove a fade counter from this creature: It deals 1 damage to any target.
Creature — Ape
{G}: 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.)
Land
{T}: Add {C}{C}. This land deals 2 damage to you.
Sorcery
Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. Then that player shuffles.
Land
{T}: Add one mana of any color. Spend this mana only to cast a creature spell.
Creature — Angel
Flying When this creature enters, exile target player's graveyard.
Creature — Angel
Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.
Creature — Angel
Flying, vigilance
Creature — Angel
Flying When this creature enters, you gain 3 life.
Creature — Angel
Flying If you would gain life, you gain that much life plus 1 instead. This creature gets +2/+2 as long as you have 25 or more life.
Artifact Creature — Angel
Flying When this creature enters, exile up to two target artifacts and/or enchantments. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Artifact
All creatures have vigilance. At the beginning of each player's end step, tap all untapped creatures that player controls that didn't attack this turn. This artifact deals damage to the player equal to the number of creatures tapped this way.
Sorcery
Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
Sorcery
Exile target creature or enchantment.
Enchantment
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature has flying.
Creature — Angel Spirit
Flying {T}: Target attacking or blocking creature gets +1/+1 until end of turn.
Creature — Angel
Flying Whenever this creature becomes the target of a spell or ability, this creature gets +0/+3 until end of turn.
Enchantment
Creatures you control get +0/+1. Sacrifice this enchantment: Return target creature to its owner's hand.
Sorcery
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
Sorcery
Choose one — • Target player sacrifices an artifact of their choice. • Target player sacrifices a creature of their choice. • Target player sacrifices a planeswalker of their choice.
Legendary Planeswalker — Angrath
Creatures you control have menace. −2: Amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Creature — Human Citizen
Trample Whenever you cast a spell with mana value 4 or greater, this creature deals 1 damage to each opponent. {5}{R}: Put two +1/+1 counters on this creature. Activate only as a sorcery.
Enchantment — Aura
Enchant creature card in a graveyard When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.
Legendary Creature — Human Rogue
Flash When Annie Flash enters, if you cast it, return target permanent card with mana value 3 or less from your graveyard to the battlefield tapped. Whenever Annie Flash becomes tapped, exile the top two cards of your library. You may play those cards this turn.