Inventory last scanned: 4/27/2026, 7:05:18 PM
Legendary Creature — Spirit Noble
Flying Whenever Brago deals combat damage to a player, exile any number of target nonland permanents you control, then return those cards to the battlefield under their owner's control.
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You may sacrifice a creature. If you do, each opponent discards a card. II — Return target creature card from your graveyard to your hand. III — Target opponent may sacrifice a nonland, nontoken permanent of their choice. If they don't, they lose 2 life and you draw a card.
Legendary Creature — Nightmare
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
Instant
Target player mills three cards. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Creature — Dragon Horror
Flying At the beginning of your end step, exile the top card of each opponent's library. You may play those cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it. Whenever a nonland permanent an opponent owns enters the battlefield under your control, they lose life equal to its mana value.
Instant
Draw three cards, then put two cards from your hand on top of your library in any order.
Legendary Creature — Human Shaman
Partner with Shabraz, the Skyshark (When this creature enters, target player may put Shabraz into their hand from their library, then shuffle.) Whenever you discard a card, put a +1/+1 counter on Brallin and it deals 1 damage to each opponent. {R}: Target Shark gains trample until end of turn.
Creature — Dryad
Whenever another nontoken creature enters, you may pay {1}{G}. If you do, that creature's controller creates a token that's a copy of that creature.
Creature — Wurm
Reach, trample When this creature enters, you gain 5 life. {2}{G}, Exile this card from your graveyard: You gain 5 life.
Creature — Giant Warrior
This creature enters with two -1/-1 counters on it. {1}{R}, Remove a counter from this creature: Target creature can't block this turn. Activate only as a sorcery.
Creature — Elf Warrior
Each other Warrior creature you control enters with an additional +1/+1 counter on it. Each creature you control with a +1/+1 counter on it has trample.
Creature — Phyrexian Elf Scout
Toxic 2 (Players dealt combat damage by this creature also get two poison counters.)
Enchantment
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
Creature — Halfling Peasant
When this creature enters or leaves the battlefield, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Artifact Creature — Golem
As this creature enters, choose a creature type. When this creature enters, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order. Creatures of the chosen type get +1/+1.
Artifact — Equipment
When you cast this spell, copy it. (The copy becomes a token.) Equipped creature has double strike as long as two or more Equipment are attached to it. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
For each land you control, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Instant
Choose a color. White creatures you control gain protection from the chosen color until end of turn.
Enchantment
Creatures you control have vigilance. Each creature you control can block an additional creature each combat.
Sorcery
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) If this spell was bargained, target land you control becomes a 3/3 Elemental creature with haste that's still a land. Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Creature — Incarnation
Trample As long as this card is in your graveyard and you control a Forest, creatures you control have trample.
Creature — Orc Pirate
Whenever this creature attacks while you control two or more artifacts, it gets +2/+1 until end of turn.
Enchantment
Whenever an attacking creature you control dies, this enchantment deals 2 damage to each opponent. Raid — At the beginning of each of your postcombat main phases, if you attacked this turn, exile the top card of your library. Until end of combat on your next turn, you may play that card.
Creature — Dwarf Shaman
Whenever you roll one or more dice, this creature deals 1 damage to each opponent.
Legendary Creature — Giant Warrior
{1}{W}, {T}: Another target creature you control gains flying and lifelink until end of turn. At the beginning of your end step, if you gained life this turn, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost if the spell's mana value is less than or equal to the amount of life you gained this turn. Otherwise, put it into your hand.
Sorcery
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
Creature — Horse Fish
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, untap another target creature you control.
Creature — Leviathan
When this creature enters, if you cast it from your hand, tap all nonblue creatures. Those creatures don't untap during their controllers' next untap steps.
Instant
Choose one — • Exile target artifact. • Exile target enchantment. • Manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Instant
Destroy target enchantment. If a permanent you controlled or a token was destroyed this way, draw a card.
Creature — Eldrazi
All creatures able to block this creature do so.
Sorcery
Target creature an opponent controls deals damage equal to its power to another target creature that player controls. The Ring tempts you.
Sorcery
Draw four cards, then choose X cards in your hand and discard the rest.
Instant
Breath Weapon deals 2 damage to each non-Dragon creature.
Enchantment — Aura
Enchant creature you control When enchanted creature deals combat damage to a player, sacrifice it and attach this Aura to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
Creature — Angel
Flying, soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Breathkeeper Seraph is paired with another creature, each of those creatures has "When this creature dies, you may return it to the battlefield under its owner's control at the beginning of your next upkeep."
Enchantment
Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, you may draw a card.
Legendary Creature — Goblin Pirate
Menace Whenever one or more Pirates you control deal damage to your opponents, exile the top card of each of those opponents' libraries. You may play those cards this turn, and you may spend mana as though it were mana of any color to cast those spells. Partner (You can have two commanders if both have partner.)
Land — Forest Island
({T}: Add {G} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Legendary Creature — Bird Warlock
Flying Whenever a player attacks one of your opponents, if that opponent has more life than another of your opponents, that attacking player draws a card and you put two +1/+1 counters on a creature you control.
Legendary Creature — Otter Rogue
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Other creatures you control have prowess. (If a creature has multiple instances of prowess, each triggers separately.) Whenever you cast a noncreature spell, target creature you control can't be blocked this turn.
Creature — Human Scout
Vigilance (Attacking doesn't cause this creature to tap.) When this creature enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") As long as you control a token, this creature gets +2/+0.