Inventory last scanned: 5/15/2026, 6:48:24 PM
Enchantment
As this enchantment enters, choose Sultai or Abzan. • Sultai — Whenever a counter is put on a creature you control, draw a card. This ability triggers only once each turn. • Abzan — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains menace until end of turn.
Creature — Human Detective
Whenever one or more nontoken creatures you control die, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Creature — Homunculus
Whenever you draw your second card each turn, create a token that's a copy of this creature.
Legendary Enchantment — Shrine
At the beginning of your upkeep, you gain 2 life for each Shrine you control.
Legendary Enchantment — Shrine
At the beginning of your upkeep, create a 1/1 colorless Spirit creature token for each Shrine you control.
Legendary Enchantment — Shrine
At the beginning of your upkeep, target opponent discards a card for each Shrine you control.
Legendary Enchantment — Shrine
At the beginning of your upkeep, draw a card for each Shrine you control.
Legendary Creature — Human Warlock
When Honest Rutstein enters, return target creature card from your graveyard to your hand. Creature spells you cast cost {1} less to cast.
Creature — Snake
Deathtouch Whenever a creature you control with deathtouch attacks, each opponent loses 1 life and you gain 1 life. Whenever a creature you control with deathtouch deals damage to a planeswalker, destroy that planeswalker.
Creature — Snake Hydra
This creature enters with X +1/+1 counters on it. When this creature dies, create a 1/1 green Snake creature token for each +1/+1 counter on it. Morph {3}{G}{G} As this creature is turned face up, put five +1/+1 counters on it.
Legendary Artifact Creature — Thopter
Flying Sacrifice Hope of Ghirapur: Until your next turn, target player who was dealt combat damage by Hope of Ghirapur this turn can't cast noncreature spells.
Creature — Human Warlock
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) {2}{W}, Remove two +1/+1 counters from among creatures you control: Destroy target artifact or enchantment.
Creature — Zombie Horror
Flying Other Zombies you control have flying. Whenever one or more Zombies you control deal combat damage to one or more of your opponents, you may draw cards equal to the number of opponents dealt damage this way. If you do, discard that many cards.
Land
{T}, Pay 1 life: Add {G} or {W}. {1}, {T}, Sacrifice this land: Draw a card.
Artifact
If you would lose unspent mana, that mana becomes colorless instead.
Land
{T}, Pay 1 life: Add one mana of any type that a land you control could produce. {3}, {T}: You may put a land card from your hand onto the battlefield tapped. {1}, {T}, Sacrifice this land: Draw a card.
Legendary Artifact
When Horn of Gondor enters, create a 1/1 white Human Soldier creature token. {3}, {T}: Create X 1/1 white Human Soldier creature tokens, where X is the number of Humans you control.
Artifact
Whenever a player plays a land, that player draws a card.
Legendary Artifact
Whenever two or more creatures you control attack a player, look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Instant
Counter target creature spell. You create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Legendary Creature — Spirit
Flying Whenever a creature becomes the target of a spell or ability, destroy that creature.
Sorcery
Return up to two target creatures to their owners' hands. Scry 1. The Ring tempts you.
Land — Desert
{T}: Add {C}. {2}, Exile a land card from your graveyard: This land becomes a 3/4 Elemental creature until end of turn. It's still a land.
Artifact — Equipment
Equipped creature can't be blocked. Whenever equipped creature is dealt damage, destroy it. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
All creatures lose indestructible until end of turn. Hour of Devastation deals 5 damage to each creature and each non-Bolas planeswalker.
Sorcery
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.) Destroy all nontoken creatures.
Sorcery
This spell costs {3} less to cast if there are ten or more nonland permanents on the battlefield. Destroy all nonland permanents.
Artifact Creature — Myr
Flying, vigilance
Artifact
At the beginning of each player's draw step, if this artifact is untapped, that player draws an additional card.
Enchantment
At the beginning of combat on your turn, target Wolf or Werewolf you control gets +2/+2 until end of turn. Whenever an opponent casts their second spell each turn, create a 2/2 green Wolf creature token.
Enchantment
Flash Each creature you control that's a Wolf or a Werewolf gets +1/+1 and has trample.
Creature — Goblin Mercenary
Start your engines! Other Goblins you control have haste. At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token attacks this combat if able. Max speed — {T}: Add {R} for each Goblin you control.
Legendary Planeswalker — Huatli
+2: You gain life equal to the greatest power among creatures you control. 0: Create a 3/3 green Dinosaur creature token with trample. −X: Huatli deals X damage divided as you choose among any number of target creatures. Creatures dealt damage this way can't block this turn.
Legendary Planeswalker — Huatli
Each creature you control assigns combat damage equal to its toughness rather than its power. −3: You gain life equal to the greatest toughness among creatures you control.
Legendary Creature — Badger Warrior
Trample When Hugs enters, exile the top X cards of your library. Until the end of your next turn, you may play those cards. You may play an additional land on each of your turns.
Creature — Dinosaur
Ward {2} At the beginning of your first main phase, add {G}{G}.
Sorcery
Choose one — • Destroy target artifact. • Destroy target enchantment. • Destroy target artifact and target enchantment.
Creature — Merfolk Pirate
Flash If an opponent would draw a card except the first one they draw in each of their draw steps, instead you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Kraken Horror
Flash This spell can't be countered. Whenever you cast a spell, choose up to one — • Return target spell you don't control to its owner's hand. • Return target nonland permanent to its owner's hand.
Creature — Hydra
This creature enters with X +1/+1 counters on it. This creature can't be blocked by more than one creature. Whenever this creature is dealt damage, put that many +1/+1 counters on it. (It must survive the damage to get the counters.)
Sorcery
Create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life." Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Creature — Horror
Trample When this creature enters, target opponent creates two 3/3 green Centaur creature tokens with protection from black.
Creature — Sliver
All Sliver creatures have provoke. (Whenever a Sliver attacks, its controller may have target creature defending player controls untap and block it if able.)
Instant
Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.
Sorcery
Until end of turn, target creature gets +3/+3 and gains trample and "Whenever this creature deals combat damage to a player, draw that many cards."
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When this Class enters, target creature you control deals damage equal to its power to target creature you don't control. {1}{G}: Level 2 Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn. {3}{G}: Level 3 At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.