Cards Tracked
5041
In Stock
5039
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Inventory last scanned: 7/27/2026, 6:08:09 PM
Legendary Creature — Weird Wizard
Play with the top card of your library revealed. You may cast instant and sorcery spells from the top of your library. Whenever you cast an instant or sorcery spell from your library, copy it. You may choose new targets for the copy.
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+1 and has reach. Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Kavu Soldier
During your turn, other creatures you control get +1/+0. Warp {1}{R} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Instant
Counter target spell. Scry 2.
Instant
This spell costs {1} less to cast during your turn. Tap target artifact or creature. Draw a card.
Creature — Human Mercenary Villain
Lifelink {3}{B}: This creature deals 1 damage to each opponent.
Creature — Merfolk Scout
Whenever a creature you control explores, this creature gets +1/+0 until end of turn and can't be blocked this turn.
Creature — Merfolk
{1}: This creature gets +1/-1 until end of turn. When this creature dies, scry 2.
Creature — Merfolk Scout
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) {2}{U}: Tap target creature without flying.
Creature — Merfolk Mutant
Flying When this creature enters, put a +1/+1 counter on target creature you control. {3}{G}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature — Merfolk Wizard
{T}: Switch target creature's power and toughness until end of turn.
Creature — Elf Archer
Reach Domain — When this creature enters, it deals damage to each opponent equal to the number of basic land types among lands you control.
Creature — Human Bard
When this creature enters, you may pay {1}. When you do, create a Young Hero Role token attached to target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature has "Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it.")
Creature — Human Knight
Flying When this creature enters, you gain 2 life.
Artifact Creature — Construct
{T}: Reveal any number of artifact cards in your hand. Add {C}{C} for each card revealed this way.
Instant
Spree (Choose one or more additional costs.) + {1} — Until end of turn, target creature becomes a white Rabbit with base power and toughness 0/1. + {3} — Target player draws two cards.
Artifact — Equipment
Equipped creature gets +4/+0 and has trample. Equip {4} Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Sorcery
Meteor Swarm deals 8 damage divided as you choose among X target creatures and/or planeswalkers.
Artifact
When a spell or ability an opponent controls causes you to discard this card, create four 1/1 colorless Gnome artifact creature tokens. {4}, {T}: Create a 1/1 colorless Gnome artifact creature token.
Legendary Creature — Mutant Ninja Turtle
Disappear — At the beginning of your end step, if a permanent left the battlefield under your control this turn, put a +1/+1 counter on Michelangelo.
Artifact — Vehicle
During turns other than yours, this Vehicle is an artifact creature. 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
Target creature gets +2/+2 until end of turn. Coven — Then if you control three or more creatures with different powers, draw a card.
Enchantment — Aura
Enchant artifact When this Aura enters, draw a card. Enchanted artifact is a creature with base power and toughness 4/4 in addition to its other types.
Instant
Target creature gets +2/+2 and gains flying until end of turn.
Legendary Creature — Zombie Cleric
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a Human deals damage to you, destroy it. Other non-Human creatures you control get +1/+1 and have undying. (When a creature with undying 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.)
Legendary Land
{T}: Add {C}. {2}, {T}: Each player draws a card.
Creature — Human Cleric
This creature gets +1/+0 for each Equipment you control.
Enchantment — Aura
Flash Enchant creature When this Aura enters, enchanted creature gains first strike until end of turn. Enchanted creature gets +1/+0.
Creature — Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.) When this creature enters, look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Artifact
{2}, {T}: Target player mills two cards.
Creature — Azra Warrior
Whenever your opponents are dealt combat damage, if any of that damage was dealt by a Warrior, you draw a card and you lose 1 life.
Instant — Trap
If an opponent cast three or more spells this turn, you may pay {0} rather than pay this spell's mana cost. Exile any number of target spells.
Creature — Dryad Druid
When this creature enters, you gain 1 life. {2}{G}: This creature gets +2/+2 until end of turn. Activate only once each turn.
Creature — Zombie
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, each opponent exiles a card from their hand.
Sorcery
Target player discards two cards. Put up to one land card discarded this way onto the battlefield tapped under your control.
Sorcery
Target player discards three cards. Suspend 4—{B} (Rather than cast this card from your hand, you may pay {B} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Artifact
{T}: Add {C}. {1}, {T}, Sacrifice this artifact: Draw a card.
Instant
Until end of turn, target artifact or creature becomes an artifact creature with base power and toughness 4/5. Draw a card.
Creature — Demon
Flying, trample When this creature enters, mill four cards. Delirium — At the beginning of your upkeep, you lose 4 life unless there are four or more card types among cards in your graveyard.
Creature — Horror
Other blue creatures you control get +1/+1. Other red creatures you control get +1/+1. {U/R}{U/R}{U/R}{U/R}: You may put a blue or red creature card from your hand onto the battlefield.
Creature — Human Rogue
Trample When this creature enters, if you control another outlaw, create a Treasure token. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. A Treasure token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Artifact Creature — Assembly-Worker
{T}: You gain 1 life. If you control creatures named Power Plant Worker and Tower Worker, you gain 3 life instead.
Enchantment — Aura
Enchant nonland permanent Enchanted permanent is a Treasure artifact with "{T}, Sacrifice this artifact: Add one mana of any color," and it loses all other abilities. (If it was a creature, it's no longer a creature.)
Creature — Human Cleric
Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.)
Legendary Creature — Elf Cleric
Minthara has ward {X}, where X is the number of experience counters you have. At the beginning of your end step, if a permanent you controlled left the battlefield this turn, you get an experience counter. Creatures you control get +1/+0 for each experience counter you have.
Creature — Human Cleric
{T}: Destroy target Aura attached to a creature you control.