Inventory last scanned: 5/2/2026, 6:20:45 PM
Creature — Ogre Rogue
When this creature dies, it deals 2 damage to any target. Disguise {2}{B/R}{B/R} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
Creature — Angel
Kicker {1}{G} (You may pay an additional {1}{G} as you cast this spell.) Flying If this creature was kicked, it enters with two +1/+1 counters on it.
Sorcery
Draw a card for each creature you control. Ferocious — You gain 4 life for each creature you control with power 4 or greater.
Creature — Mutant Horror
This creature enters tapped. Whenever you cast a noncreature spell, you may pay {B}. If you do, return this card from your graveyard to your hand.
Creature — Zombie
When this creature dies, choose one — • Target creature an opponent controls gets -1/-1 until end of turn. • Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Legendary Creature — Human Warrior
Shanna can't be the target of abilities your opponents control. Shanna gets +1/+1 for each creature you control.
Legendary Creature — Dwarf Wizard
Whenever you cast a noncreature spell, Shantotto gets +X/+0 until end of turn, where X is the amount of mana spent to cast that spell. If X is 4 or more, draw a card.
Creature — Merfolk Wizard
This creature has flying as long as you control another Merfolk.
Legendary Creature — Merfolk Wizard
When Sharae enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you tap one or more untapped creatures your opponents control, draw a card. This ability triggers only once each turn.
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature attacks, you may mill two cards. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact Creature — Construct Scout
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Enchantment
Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it.
Instant
Search your library for up to two creature cards with different names, reveal them, put them into your hand, then shuffle.
Land — Town
This land enters tapped. {T}: Add {W} or {U}.
Creature — Elf Ranger
Reach Sharpshooter Elf's power is equal to the number of creatures you control. When this creature enters, it deals damage equal to its power to target creature with flying an opponent controls.
Sorcery
Destroy target creature or enchantment. Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
Land
This land enters tapped unless you control two or more other lands. {T}: Add {W} or {B}.
Sorcery
Destroy target artifact, enchantment, or creature with flying. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Human Minion
{B}{R}, {T}: This creature deals 2 damage to target white creature.
Creature — Demon
Flying When this creature enters, all other creatures get -2/-2 until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.)
Legendary Creature — Human Cleric
Lifelink Whenever another creature you control enters, put a +1/+1 counter on that creature if its power is less than Shelinda's power. Otherwise, put a +1/+1 counter on Shelinda.
Creature — Ouphe
{T}: Target creature loses all "bands with other" abilities until end of turn.
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {U}. {U}, {T}: You may play the exiled card without paying its mana cost if a library has twenty or fewer cards in it.
Land
{T}: Add {C}. {T}, Sacrifice this land: Search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle. Cycling {R}{G}{W} ({R}{G}{W}, Discard this card: Draw a card.)
Sorcery
Destroy target artifact. Dredge 1 (If you would draw a card, you may mill a card instead. If you do, return this card from your graveyard to your hand.)
Creature — Zombie Cleric
{T}: Each player loses 1 life for each Zombie on the battlefield.
Creature — Pegasus
Flying, vigilance When this creature enters, return target permanent card with mana value 3 or less from your graveyard to your hand. Return that card to the battlefield instead if you control a Mount.
Creature — Angel
Flying, first strike, vigilance
Creature — Human Knight
This creature enters with a +1/+1 counter on it plus an additional +1/+1 counter on it for each other creature you control. Plot {1}{W} (You may pay {1}{W} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature — Horse
This creature can't be blocked by red creatures. When this creature enters or becomes the target of a spell or ability an opponent controls, you gain 3 life.
Enchantment — Aura
Enchant creature As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.) As long as enchanted creature is white, it gets +1/+1 and has flying.
Creature — Dragon
Flying, lifelink Megamorph {5}{W}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When this creature is turned face up, put a +1/+1 counter on each other Dragon creature you control.
Sorcery
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
Snow Land
This land enters tapped. As this land enters, choose a color. {T}: Add one mana of the chosen color.
Creature — Drake
Flying Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Human Soldier
When this creature enters, mill three cards and you gain 3 life. (To mill three cards, put the top three cards of your library into your graveyard.)
Creature — Merfolk Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature — Human Pirate
Raid — When this creature enters, if you attacked this turn, you may draw a card. If you do, discard a card.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has flying. {R}: Enchanted creature gets +1/+0 until end of turn.
Legendary Land
{T}: Add {C}. {2}{R}, {T}: Shivan Gorge deals 1 damage to each opponent.
Creature — Dinosaur
First strike, haste Echo {2}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
Instant
Shock deals 2 damage to any target.
Legendary Creature — Human Rogue Villain
During your turn, Shocker has first strike. Vibro-Shock Gauntlets — When Shocker enters, he deals 2 damage to target creature and 2 damage to that creature's controller.
Sorcery
Exile target artifact, enchantment, or creature with flying.
Creature — Trilobite
{7}{U}, {T}, Sacrifice this creature: Draw three cards.
Creature — Bird Soldier Ranger
Flying Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Creature — Surrakar
Whenever this creature deals combat damage to a player, if you control an Island, you may draw a card.
Artifact — Equipment
Equipped creature gets +1/+1. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)