Inventory last scanned: 4/29/2026, 6:21:54 PM
Creature — Insect
Kicker {2}{B} (You may pay an additional {2}{B} as you cast this spell.) Flying When this creature enters, if it was kicked, destroy target creature.
Instant
Discard all the cards in your hand, then draw that many cards plus one. You gain life equal to the number of cards in your hand.
Instant
Heat Ray deals X damage to target creature.
Sorcery
Create a token that's a copy of target creature, except it has haste and "At the beginning of the end step, exile this token."
Artifact Creature — Construct
Menace At the beginning of your upkeep, tap this creature unless you pay {3}. Unearth {6}{R}{R} ({6}{R}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Land — Forest Island
({T}: Add {G} or {U}.) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Troll Cleric
This creature gets +1/+1 as long as you control a Plains. {W}: Regenerate this creature.
Legendary Creature — Human Soldier
At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is the number of Soldiers you control. At the beginning of your end step, create a number of 1/1 white Soldier creature tokens equal to the number of opponents who control more creatures than you.
Creature — Snake Samurai
This creature enters with a +1/+1 counter on it if you control a modified creature. (Equipment, Auras you control, and counters are modifications.)
Artifact — Equipment
Equipped creature gets +3/+1. Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order. Equip {1}
Legendary Creature — Frog Druid
Whenever you cast a creature spell with mana value 4 or greater, you draw a card, gain 1 life, and put a +1/+1 counter on Helga. {T}: Add X mana of any one color, where X is Helga's power. Spend this mana only to cast creature spells with mana value 4 or greater or creature spells with {X} in their mana costs.
Creature — Nightmare Squirrel
This creature enters with your choice of a flying counter or a first strike counter on it.
Enchantment — Aura
Enchant creature This Aura enters with four task counters on it. Enchanted creature can't attack or block. It loses all abilities and has "{T}: Remove a task counter from Heliod's Punishment. Then if it has no task counters on it, destroy Heliod's Punishment."
Creature — Human Soldier
Flying Whenever this creature attacks, another target attacking creature gains flying until end of turn. Equip abilities you activate that target this creature cost {2} less to activate.
Creature — Beast Mutant
Graft 3 (This creature enters with three +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) {1}: Target creature with a +1/+1 counter on it gains flying until end of turn.
Creature — Horror
{T}, Sacrifice a creature: Return target creature card from your graveyard to the battlefield. Activate only during your upkeep.
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature. Destroy target creature or Vehicle. If the sacrificed permanent was a Vehicle, draw a card.
Creature — Dragon
Flying When this creature enters, you may put a commander you own from the command zone onto the battlefield. It gains haste. Return it to the command zone at the beginning of the next end step.
Creature — Dragon
Flying, trample Whenever this creature deals combat damage to a player, gain control of all artifacts that player controls. At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.
Creature — Dragon
Flying Whenever this creature attacks, it deals 1 damage to target creature defending player controls.
Creature — Minotaur Mercenary
Affinity for outlaws (This spell costs {1} less to cast for each Assassin, Mercenary, Pirate, Rogue, and/or Warlock you control.) Trample
Artifact
{X}, {T}: Target opponent mills a card, then repeats this process until a creature card or X cards have been put into their graveyard this way, whichever comes first. If one or more creature cards were put into that graveyard this way, sacrifice this artifact and put one of them onto the battlefield under your control. X can't be 0.
Artifact Creature — Golem
{1}{R}: This creature gets +2/+0 until end of turn.
Creature — Mite
Whenever this creature becomes tapped, another target creature you control gets +X/+X until end of turn, where X is this creature's power.
Artifact Creature — Robot
When this creature enters, exile target tapped creature an opponent controls until this creature leaves the battlefield.
Creature — Merfolk Warrior
Creatures you control with +1/+1 counters on them can't be blocked.
Creature — Angel
Flying Whenever this creature attacks, put a +1/+1 counter on it. Angel spells and Human spells you cast cost {1} less to cast for each +1/+1 counter on this creature.
Creature — Zombie Warrior
When this creature dies, 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 — Angel
Flying {3}{W}: Put a +1/+1 counter on another target creature with flying.
Artifact
As this artifact enters, choose a color. Creatures you control of the chosen color get +1/+0. {T}: Add one mana of the chosen color.
Sorcery
Domain — Create a 3/3 green Beast creature token for each basic land type among lands you control. {1}{G}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You gain 3 life.
Creature — Human Soldier
When this creature enters, return target artifact or creature card with mana value 3 or less from your graveyard to the battlefield. Creatures you control with mana value 3 or less get +1/+0.
Creature — Human Soldier
Whenever you cast a spell that targets this creature, creatures you control get +1/+0 until end of turn.
Enchantment Creature — Human Soldier
When this creature enters, create a 1/1 white Human Soldier creature token. Whenever you cast a spell that targets this creature, creatures you control get +1/+0 until end of turn.
Creature — Cat Soldier
Whenever you cast a spell that targets this creature, creatures you control get +1/+0 until end of turn.
Artifact — Equipment
Equipped creature gets +3/+2. Whenever a legendary creature you control enters, you may attach this Equipment to it. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)