Inventory last scanned: 4/28/2026, 7:05:43 PM
Artifact Creature — Cyberman
Artifact creatures you control have afflict 3. (Whenever a creature with afflict 3 becomes blocked, defending player loses 3 life.)
Artifact Creature — Cyberman
Nonlegendary artifact creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature — Giant Wizard
When this creature enters, if you cast it from your hand, return all permanents to their owners' hands except for Giants, Wizards, and lands.
Instant
Return target nonland permanent you don't control to its owner's hand. Overload {6}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Creature — Human Survivor
This creature can't be blocked by Glimmers. Survival — At the beginning of your second main phase, if this creature is tapped, you may search your library for a card, put it into your graveyard, then shuffle.
Creature — Demon
At the beginning of your upkeep, sacrifice a creature. When you sacrifice this creature, each opponent discards a card, you draw a card, and you gain 2 life.
Creature — Shark
Vigilance Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Sorcery — Lesson
Choose one — • Target opponent reveals their hand. You choose a nonland permanent card from it. That player discards that card. • Earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Legendary Creature — Merfolk Artificer
{T}: Add {C}{C}. Spend this mana only to cast artifact spells or activate abilities of artifacts. Equipped creatures you control have flying and haste.
Sorcery
Destroy all creatures. They can't be regenerated.
Sorcery
Destroy all creatures with no counters on them.
Artifact
If a land is tapped for two or more mana, it produces {C} instead of any other type and amount. Each spell a player casts costs {1} more to cast for each other spell that player has cast this turn.
Enchantment — Aura
Enchant creature card in a graveyard When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay {1}{B}. If the player does, untap that creature.
Legendary Creature — Human Knight
First strike, vigilance, lifelink When Danitha enters, you may put an Aura or Equipment card from your hand or graveyard onto the battlefield attached to Danitha.
Legendary Creature — Human Knight
Vigilance, trample, lifelink Once during each of your turns, you may cast an Aura or Equipment spell from your graveyard.
Legendary Creature — Human Soldier Advisor
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
Legendary Creature — Giant Pirate
As an additional cost to cast this spell, you may sacrifice any number of artifacts and/or creatures. This spell costs {2} less to cast for each permanent sacrificed this way and {2} less to cast for each other artifact or creature you've sacrificed this turn. Trample Partner (You can have two commanders if both have partner.)
Sorcery
Up to three target creatures can't block this turn. Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Enchantment
At the beginning of combat on your turn, create a 1/1 red Pirate creature token with menace and haste. Exile it at the beginning of the next end step.
Creature — Human Wizard
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
Sorcery
Each player discards all the cards in their hand, then draws that many cards minus one.
Legendary Creature — Mutant Ninja Turtle Human
Sneak {W}{B} Attacking Ninjas you control have deathtouch. Whenever Dark Leo & Shredder deal combat damage to a player, create a 1/1 black Ninja creature token. Then if you control five or more Ninjas, that player loses half their life, rounded up.
Sorcery
Search your library for a card, put that card into your hand, then shuffle. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, add {B}{B}{B}.
Enchantment
Whenever a creature you control dies, you draw a card and you lose 1 life.
Enchantment
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
Creature — Goblin Shaman
{1}, Sacrifice a creature: Exile the top card of your library. You may play that card this turn. (You still pay its costs. You can play a land this way only if you have an available land play remaining.)
Instant
Prevent all combat damage that would be dealt this turn.
Sorcery
Put two -1/-1 counters on each creature.
Land
This land enters tapped unless you control two or fewer other lands. {T}: Add {U} or {B}.
Artifact
Artifacts you control have indestructible. (Effects that say "destroy" don't destroy them. Artifact creatures with indestructible can't be destroyed by damage.)
Artifact
Indestructible Once each turn, you may pay {0} rather than pay the mana cost for a colorless spell you cast from your hand.
Enchantment — Aura
Enchant creature Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
Artifact Creature — Myr
Indestructible (Damage and effects that say "destroy" don't destroy this creature. If its toughness is 0 or less, it still dies.)
Artifact — Equipment
Indestructible Equipped creature has indestructible. Equip {2}
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) At the beginning of your upkeep, you may put a charge counter on this artifact. When this artifact has twenty or more charge counters on it, you win the game.
Creature — Human Soldier
Soldier spells you cast cost {1} less to cast. Soldier creatures you control get +1/+2.
Creature — Vampire Warrior
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gets +2/+0 and gains lifelink until end of turn.
Creature — Human Artificer
Artifacts your opponents control enter tapped. {X}{X}{W}, Sacrifice this creature: Destroy each artifact with mana value X.
Creature — Human Soldier
Whenever this creature attacks, creatures you control get +1/+1 until end of turn.
Creature — Dauthi Rogue
Shadow (This creature can block or be blocked by only creatures with shadow.) If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it. {T}, Sacrifice this creature: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
Enchantment
Whenever you gain life, you may pay {2}. If you do, draw a card. {3}{W}: Create a 1/1 white Soldier creature token with lifelink.
Enchantment
This enchantment enters with a hope counter on it for each creature you control. At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.