Inventory last scanned: 5/2/2026, 7:02:51 PM
Creature — Goblin Rogue
{T}, Discard a card: Draw a card.
Creature — Elf Wizard
Alliance — Whenever another creature you control enters, scry 1. If this is the second time this ability has resolved this turn, draw a card instead.
Instant
Choose two target creatures controlled by different players. Return those creatures to their owners' hands.
Legendary Creature — Cat Shaman
Whenever you cast a creature spell with mana value 5 or greater, that creature enters with X additional +1/+1 counters on it, where X is its mana value minus 4. Creatures you control with three or more +1/+1 counters on them have haste. {T}: Add {G}.
Artifact
Flash When this artifact enters, it deals 6 damage to target creature an opponent controls. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Goblin Warrior
Other Goblins you control get +1/+1. Whenever this creature or another Goblin you control dies, exile the top card of your library. If it's a Goblin creature card, you may cast that card until the end of your next turn.
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it gets +1/+1 and has trample. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it has deathtouch. As long as enchanted permanent is an Equipment, it has "Equipped creature has deathtouch."
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it gets +1/+0 and has haste. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+0 and has haste."
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it has lifelink. As long as enchanted permanent is an Equipment, it has "Equipped creature has lifelink."
Creature — Demon
Flying When this creature enters, search your library for a card, put it into your hand, then shuffle.
Artifact Creature — Wall
Defender {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Wolf
{3}{R}, {T}: This creature deals damage equal to the number of Wolves and Werewolves you control to target opponent.
Creature — Dinosaur
Whenever an opponent activates an ability of a creature or land that isn't a mana ability, you may draw a card.
Sorcery
Kicker {U} (You may pay an additional {U} as you cast this spell.) Destroy target tapped creature. If this spell was kicked, scry 2.
Legendary Creature — Ogre Warrior
Vigilance, reach Ruric Thar attacks each combat if able. Whenever a player casts a noncreature spell, Ruric Thar deals 6 damage to that player.
Sorcery
Tap target creature. It doesn't untap during its controller's next untap step. Awaken 3—{4}{U} (If you cast this spell for {4}{U}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Instant
Target creature gets +1/+0 and gains first strike until end of turn. If it's a Goblin or Orc, it also gains haste until end of turn.
Instant
Choose target creature. When that creature dies this turn, search your library for a creature card with lesser mana value, put it onto the battlefield tapped, then shuffle.
Artifact Creature — Elemental
Flying At the beginning of your upkeep, sacrifice another artifact. If you can't, tap this creature and you lose 4 life.
Artifact Creature — Construct
Prototype {3}{G}{G} — 3/5 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) Reach, trample
Artifact Creature — Robot
Menace {2}, {T}, Exile an artifact card from your graveyard: Put a +1/+1 counter on this creature, then it deals damage equal to its power to any target.
Creature — Phyrexian Elf Druid
{T}: Put an oil counter on this creature. {T}, Remove an oil counter from this creature: Untap target land.
Sorcery
Target creature you control gets +1/+2 until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.)
Creature — Human Wizard
When this creature enters, you may sacrifice another creature you control. If you do, create a number of Treasure tokens equal to that creature's power. {2}{B}, Sacrifice X artifacts: Return target creature card with power X or less from your graveyard to the battlefield. X can't be 0.
Creature — Elf Rogue
At the beginning of each player's upkeep, that player sacrifices a non-Elf creature of their choice.
Legendary Creature — Human Shaman
Landfall — Whenever a land you control enters, you may discard a card. If you do, draw a card. Summon — {X}, {T}: Return target Saga card with mana value X from your graveyard to the battlefield with a finality counter on it. It gains haste until end of turn. Activate only as a sorcery.
Legendary Artifact Creature — Spider Hero
Vigilance When SP//dr enters, put a +1/+1 counter on target creature. Whenever a modified creature you control deals combat damage to a player, draw a card. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature — God
Reach, trample, indestructible Sab-Sunen can't attack or block unless it has an even number of counters on it. (Zero is even.) At the beginning of your first main phase, put a +1/+1 counter on Sab-Sunen. Then if it has an odd number of counters on it, draw two cards.
Creature — Plant
Reach Landfall — Whenever a land you control enters, this creature deals 1 damage to each opponent.
Legendary Creature — Snake Shaman
Other Snake creatures you control get +0/+1. Shamans you control have "{T}: Add {G}{G}."
Instant
Sacred Fire deals 2 damage to any target and you gain 2 life. Flashback {4}{R}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Land — Mountain Plains
({T}: Add {R} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land — Mountain Plains
({T}: Add {R} or {W}.) This land enters tapped.
Creature — Elf Warrior
This creature can't be blocked by more than one creature. {5}: Target Elf you control gets +2/+2 until end of turn.
Creature — Merfolk Wizard
Each other Wizard creature you control enters with an additional +1/+1 counter on it. {2}, Remove a +1/+1 counter from a creature you control: Draw a card.
Creature — Human Wizard
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on it. Remove all +1/+1 counters from this creature: For each five counters removed this way, take an extra turn after this one.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card for each Aura you control that's attached to a creature. Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.
Creature — Moonfolk Ninja
Flash Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Hexproof
Creature — Dragon Turtle
This spell costs {1} less to cast for each card you own in exile and in your graveyard that's an instant card, a sorcery card, or a card that has an Adventure. Ward {4} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.)
Legendary Creature — Human Rogue
You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities. The "legend rule" doesn't apply to permanents you control. Partner (You can have two commanders if both have partner.)
Creature — Shapeshifter
Flash 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.) You may have this creature enter as a copy of any permanent that entered this turn.
Creature — Human Ninja
Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) You may have this creature enter as a copy of any creature on the battlefield, except it's a Ninja in addition to its other creature types.
Creature — Snake Shaman
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature — Eldrazi Drone
Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.) When this creature dies, you may draw a card. If you do, discard a card.
Artifact — Vehicle
Other artifact creatures you control get +2/+2. Whenever this Vehicle attacks, return up to one target artifact card from your graveyard to the battlefield. Crew 6
Sorcery
Return target creature card from your graveyard to your hand. The Ring tempts you.
Artifact — Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +2/+2, has trample and haste, and is a Samurai in addition to its other types. Murasame — Equip {5}
Legendary Creature — Human Warrior Cleric
First strike, vigilance, haste Whenever a creature you control deals combat damage to a player, if that creature entered this turn, draw a card.
Legendary Creature — Human Warrior
Flash Double strike, vigilance, haste Other creatures you control have haste. {W}, {T}: Untap another target creature.