Inventory last scanned: 4/30/2026, 7:03:12 PM
Creature — Nightmare Horror
When this creature enters, target opponent reveals their hand and you choose a nonland card from it. Exile that card. When this creature leaves the battlefield, return the exiled card to its owner's hand.
Artifact
Whenever a permanent becomes untapped, that permanent's controller mills a card.
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Enchanted creature doesn't untap during its controller's untap step.
Enchantment — Aura
Enchant creature Enchanted creature has trample and haste.
Artifact Creature — Shapeshifter
As this creature enters, choose a creature type. This creature is the chosen type in addition to its other types. Each other creature you control of the chosen type enters with an additional +1/+1 counter on it.
Artifact Creature — Construct
{T}: Reveal any number of artifact cards in your hand. Add {C}{C} for each card revealed this way.
Instant
Put target permanent an opponent controls on top of its owner's library. That opponent may put an artifact, creature, enchantment, or land card from their hand onto the battlefield.
Creature — Human Cleric
Lifelink When this creature enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it. Miracle {1}{B} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Artifact Creature — Golem
When this creature enters, destroy target nonland permanent an opponent controls.
Land — Plains Island
({T}: Add {W} or {U}.) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Enchantment
{2}{W}: Return target permanent you control to its owner's hand. If it has unearth, instead exile it, then return that card to its owner's hand. Activate only during your turn.
Creature — Angel Soldier
Flying Whenever you attack with one or more creatures with counters on them, draw a card.
Legendary Creature — Elf Scout
Whenever Miara or another Elf you control dies, you may pay {1} and 1 life. If you do, draw a card. Partner (You can have two commanders if both have partner.)
Creature — Demon
Flying When this creature enters, you may discard any number of cards. When you do, up to that many target creatures each get -2/-2 until end of turn.
Legendary Creature — Human Artificer
Ward—Pay 3 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3 life.) Whenever you cast an instant or sorcery spell, you may sacrifice an artifact. If you do, copy that spell and you may choose new targets for the copy.
Legendary Creature — Mutant Ninja Turtle
Sneak {2}{G}{G} (You may cast this spell for {2}{G}{G} if you also return an unblocked attacker you control to hand during the declare blockers step. He enters tapped and attacking.) Whenever Michelangelo deals combat damage to a player, you may put a creature card and/or a land card from your hand onto the battlefield.
Legendary Creature — Mutant Ninja Turtle
When Michelangelo enters, create a Mutagen token. (It's an artifact with "{1}, {T}, Sacrifice this token: Put a +1/+1 counter on target creature. Activate only as a sorcery.") If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
Legendary Creature — Human Advisor
Whenever a source an opponent controls deals damage to you, that player sacrifices a permanent of their choice.
Creature — Human Wizard
When this creature enters, you may search your library for an instant or sorcery card with mana value 1, reveal it, put it into your hand, then shuffle.
Creature — Vampire Assassin
Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Creature — Spirit
Wither (This deals damage to creatures in the form of -1/-1 counters.) At the beginning of your upkeep, put a -1/-1 counter on each nonblack creature.
Artifact
{T}: Add {U}. {2}{U}: Put an hour counter on this artifact. At the beginning of each upkeep, put an hour counter on this artifact. When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Sorcery
Create three 1/1 red Gremlin creature tokens. Gremlins you control gain menace, lifelink, and haste until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Enchantment
Raid — At the beginning of your end step, if you attacked this turn, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") {2}{B}, Sacrifice this enchantment: Target opponent loses X life, where X is the amount of life you gained this turn.
Instant
Mill four cards, then you may return a permanent card from among them to your hand. (To mill four cards, put the top four cards of your library into your graveyard.)
Instant
Target creature gets +2/+2 until end of turn. If you cast this spell during your main phase, that creature gets +4/+4 until end of turn instead.
Enchantment
At the beginning of combat on your turn, target creature you control gets +2/+0 and gains vigilance until end of turn.
Creature — Insect Druid
Landfall — Whenever a land you control enters, double the power of target creature you control until end of turn. Warp {2}{G} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Beast
Mutate {2}{G} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Legendary Creature — Dragon Spirit
Flying, ward {2} Whenever another nontoken Dragon you control enters, create a token that's a copy of it, except the token isn't legendary.
Legendary Creature — Human Cleric
Mikaeus enters with X +1/+1 counters on it. {T}: Put a +1/+1 counter on Mikaeus. {T}, Remove a +1/+1 counter from Mikaeus: Put a +1/+1 counter on each other creature you control.
Legendary Creature — Zombie Cleric
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a Human deals damage to you, destroy it. Other non-Human creatures you control get +1/+1 and have undying. (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Legendary Creature — Mutant Ninja Turtle
Whenever you put a counter on a creature you control, draw a card. This ability triggers only once each turn.
Creature — Human
{3}{G}: This creature becomes a Werewolf. Put two +1/+1 counters on it and you draw a card. Activate only once.
Enchantment — Aura
Flash Enchant creature When this Aura enters, enchanted creature gains first strike until end of turn. Enchanted creature gets +1/+0.
Artifact Creature — Construct
{T}, Mill a card: Add {C}. (To mill a card, put the top card of your library into your graveyard.)
Sorcery
Create an X/X green Ooze creature token, where X is the greatest power among creatures you control.
Legendary Land
{T}: Add {U}. {U}, {T}: Untap target legendary permanent.
Legendary Land
Minas Tirith enters tapped unless you control a legendary creature. {T}: Add {W}. {1}{W}, {T}: Draw a card. Activate only if you attacked with two or more creatures this turn.