Inventory last scanned: 5/4/2026, 7:47:30 PM
Creature — Scorpion
Deathtouch When this creature enters, another target creature you control gains deathtouch until end of turn.
Instant
Target creature gains deathtouch and lifelink until end of turn. Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Creature — Sliver
Whenever a Sliver deals combat damage to a creature, destroy that creature. It can't be regenerated.
Legendary Creature — Slug Horror
At the beginning of each end step, put a slime counter on each creature you don't control. Creatures you don't control get -1/-1 for each slime counter on them. Whenever a creature you don't control with a slime counter on it dies, create a 1/1 black Slug creature token. {U}{B}, Sacrifice a Slug: Draw a card.
Enchantment — Aura
Enchant land Enchanted land has shroud. (It can't be the target of spells or abilities.) Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Creature — Spirit
Morbid — When this creature enters, target creature an opponent controls gets -1/-1 until end of turn. If a creature died this turn, that creature gets -13/-13 until end of turn instead.
Instant
Target creature gets -1/-1 until end of turn. Morbid — That creature gets -13/-13 until end of turn instead if a creature died this turn.
Enchantment
When this enchantment enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Whenever you sacrifice a Food, you may pay {1}. If you do, look at the top two cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Artifact — Equipment
Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.) Equip {2}
Artifact — Equipment
When this Equipment enters, you take the initiative. Whenever equipped creature becomes blocked, it deals 2 damage to each creature blocking it. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Raccoon Scout
{T}: Add one mana of any color. Whenever you expend 8, return up to one target permanent card from your graveyard to your hand. (You expend 8 as you spend your eighth total mana to cast spells during a turn.)
Creature — Cat Beast Mount
Whenever this creature attacks while saddled, it gains first strike until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.) Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Land
This land enters tapped unless you have two or more opponents. {T}: Add {U} or {R}.
Enchantment
Activated abilities of creatures you control cost {2} less to activate. This effect can't reduce the mana in that cost to less than one mana.
Sorcery
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Land
This land enters tapped. {T}: Add {B} or {R}. {2}{B}{R}, {T}, Sacrifice this land: Draw a card.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {W} or {U}.
Creature — Dinosaur
When this creature enters, you may pay {G} up to three times. When you pay this cost one or more times, choose up to that many — • Destroy target artifact or enchantment. • Exile target player's graveyard. • You gain 4 life.
Enchantment Creature — Griffin
Flying Aura spells you cast cost {1} less to cast.
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Draw X cards.
Creature — Ox Avatar
Flying {T}: Add two mana of any one color.
Land
This land enters tapped. When this land enters, sacrifice it unless you pay {1}. {T}: Add one mana of any color.
Artifact
{B}, {T}, Sacrifice a creature: Add {C}{C}{C}. {2}, {T}, Sacrifice a creature: Create a 3/3 colorless Zombie artifact creature token. Activate only as a sorcery.
Artifact
{T}: Create your choice of a Blood token, a Clue token, or a Food token. {3}, {T}, Sacrifice three artifact tokens with different names: Search your library for an artifact card, put it onto the battlefield, then shuffle. Activate only as a sorcery.
Artifact Creature — Phyrexian Artificer
Whenever this creature or another artifact you control enters, you may draw a card. If you do, discard a card. {2}: Put target card from your graveyard on the bottom of your library.
Enchantment
Ward {2} (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) When this enchantment enters, exile target artifact, creature, or enchantment an opponent controls until this enchantment leaves the battlefield.
Instant
Spree (Choose one or more additional costs.) + {2} — Put two +1/+1 counters on target creature. + {1} — Target creature gains trample until end of turn. + {1} — Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw two cards."
Sorcery
Target player mills half their library, rounded down.
Sorcery
Affinity for Towns (This spell costs {1} less to cast for each Town you control.) Draw four cards.
Artifact
{1}, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Creature — Bird
You may look at the top card of your library any time. You may play lands and cast Bird spells from the top of your library. If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Creature — Human Cleric
{T}: Target creature gets +1/+0 until end of turn. You gain 1 life. Activate only as a sorcery.
Sorcery
Search your library for up to X basic land cards, where X is the greatest power among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
Sorcery
Put up to one target instant or sorcery card from your graveyard on top of your library. Amass Orcs 2. (To amass Orcs 2, put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Creature — Ogre Shaman
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Pay 3 life: Add {R}.
Creature — Human Rogue
{1}, {T}, Pay 1 life: Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Goblin Rogue
Whenever an opponent taps an artifact for mana, gain control of that artifact until the end of your next turn.
Artifact Land
{T}: Add {C}. {X}{X}, {T}, Sacrifice this land: Create X Treasure tokens.
Sorcery
Return target card from your graveyard to your hand. Exile Treasured Find.
Creature — Plant
Defender {T}: Exchange target opponent's life total with this creature's toughness.
Creature — Spider
Reach (This creature can block creatures with flying.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) {2}{G}: Put a +1/+1 counter on target creature you control. Activate only as a sorcery.
Land
This land enters tapped. {T}: Add {G}. {1}{G}: This land becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Land — Town
This land enters tapped. {T}: Add {U} or {B}.
Sorcery
Choose two target creatures controlled by the same opponent. That player chooses one of those creatures. Trial of Agony deals 5 damage to that creature, and the other can't block this turn.
Creature — Merfolk Warrior
Flying Whenever this creature becomes tapped, another target Merfolk you control gets +2/+0 until end of turn.
Enchantment
Whenever a creature you control enters, draw a card if its power is 3 or greater. Otherwise, put two +1/+1 counters on it.