Inventory last scanned: 5/6/2026, 6:32:15 PM
Instant
Target creature gets -1/-1 until end of turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature — Human Cleric
{T}, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield.
Creature — Human Shaman
{T}: Add {G}. Ferocious — {T}: Add {G}{G}. Activate only if you control a creature with power 4 or greater.
Creature — Elemental
At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Sacrifice this creature: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."
Artifact
When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield. {T}: Add {W}.
Creature — Dragon
Flying Cold Breath — When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Creature — Human Noble
When this creature enters, create two 1/1 white Human Soldier creature tokens. At the beginning of your end step, if another Human died under your control this turn, create a Food token.
Land
{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Lesson or Shrine spell. {1}, {T}: Add one mana of any color.
Creature — Human Soldier Ally
Vigilance Other Allies you control get +1/+1.
Artifact — Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+1, has "Whenever this creature attacks, you gain 1 life," and is a Cleric in addition to its other types. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Cat
Flash When this creature enters, return a creature you control to its owner's hand.
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Creature — Rat Warlock
When this creature enters, mill three cards. When you do, target creature an opponent controls gets -X/-X until end of turn, where X is the greatest mana value among cards in your graveyard.
Legendary Creature — Rat Warlock
Whenever Wick or another Rat you control enters, create a 1/1 black Snail creature token if you don't control a Snail. Otherwise, put a +1/+1 counter on a Snail you control. {U}{B}{R}, Sacrifice a Snail: Wick deals damage equal to the sacrificed creature's power to each opponent. Then draw cards equal to the sacrificed creature's power.
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.) Tap up to two target creatures. Put a stun counter on either of them. Then put a stun counter on either of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Creature — Nightmare
Whenever an enchantment you control is put into a graveyard from the battlefield, each opponent loses 1 life.
Artifact Creature — Scarecrow
You may cast this card from your graveyard by paying 2 life and sacrificing an artifact or creature in addition to paying its other costs.
Artifact Creature — Scarecrow
Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
Enchantment
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) Whenever you cast a multicolored spell, create a Treasure token. Then you may pay {W}{U}{B}{R}{G}. If you do, you may play the exiled card without paying its mana cost.
Creature — Zombie Soldier
This creature enters tapped. Life Drain — Whenever a creature dealt damage by this creature this turn dies, create a tapped 2/2 black Zombie creature token and exile that card.
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
Sorcery
Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Instant
Kicker {4} (You may pay an additional {4} as you cast this spell.) Put a +1/+1 counter on each creature you control. If this spell was kicked, put two +1/+1 counters on each creature you control instead.
Creature — Human Mercenary
At the beginning of combat on your turn, up to one target creature gains first strike and vigilance until end of turn.
Sorcery
Target creature gets +3/+0 and gains haste until end of turn. Harmonize {4}{R} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by {X}, where X is its power. Then exile this spell.)
Land
This land enters tapped unless you control a Mount or Vehicle. {T}: Add {G}. {1}{G}, {T}, Sacrifice this land: Create a 1/1 colorless Pilot creature token with "This token saddles Mounts and crews Vehicles as though its power were 2 greater." Activate only as a sorcery.
Instant
As an additional cost to cast this spell, blight 2 or pay {1}. (To blight 2, put two -1/-1 counters on a creature you control.) Counter target spell.
Creature — Elf Druid
When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Artifact Creature — Scarecrow
Defender {2}, Sacrifice this creature: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
Creature — Elf Archer
Flash (You may cast this spell any time you could cast an instant.) Reach (This creature can block creatures with flying.) Whenever another non-Human creature you control enters, you may pay {X}. When you do, put X +1/+1 counters on this creature.
Creature — Elemental
Whenever an opponent is dealt noncombat damage, creatures you control get +1/+0 until end of turn.
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Wildfire Howl deals 2 damage to each creature. If the gift was promised, instead Wildfire Howl deals 1 damage to any target and 2 damage to each creature.
Artifact Creature — Scarecrow
Haste Delirium — This creature gets +1/+1 and has trample as long as there are four or more card types among cards in your graveyard.
Creature — Avatar
Trample, reach Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it. Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of colors of mana spent to cast it.
Creature — Elf Shaman
{8}: Target creature gets +5/+5 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Creature — Giant Berserker
Vivid — This spell costs {1} less to cast for each color among permanents you control. Reach, trample
Creature — Elf Warrior
When this creature enters, return target creature or battle card from your graveyard to your hand. If this creature would die, exile it instead.
Creature — Treefolk
Whenever a token you control enters, put a +1/+1 counter on this creature. Whenever this creature attacks, another target attacking creature gets +X/+X until end of turn, where X is this creature's power.
Creature — Hydra
This creature enters with X +1/+1 counters on it. Whenever one or more +1/+1 counters are put on another non-Hydra creature you control, put a +1/+1 counter on this creature.
Creature — Spider Monkey Scientist
Reach Whenever you roll a 4 or higher on a die, put a +1/+1 counter on this creature. {6}: Roll a six-sided die.
Creature — Treefolk Spirit
Trample Whenever one or more cards leave your graveyard, put a +1/+1 counter on this creature. When this creature dies, you gain life equal to its power.
Creature — Elemental
Flying When this creature enters, scry 2.
Instant
Destroy target artifact or enchantment. Cycling {2} ({2}, Discard this card: Draw a card.)
Instant
This spell costs {2} less to cast if one or more cards left your graveyard this turn. Wilt in the Heat deals 5 damage to target creature. If that creature would die this turn, exile it instead.
Creature — Cat Monkey
{2}{G}: This creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {W}.
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {W}. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Creature — Bird Wizard
Flying Cycling {U} ({U}, Discard this card: Draw a card.) When you cycle this card, target creature gains flying until end of turn.
Creature — Cat Warrior
Flying When this creature enters, mill three cards and you gain 3 life.
Creature — Snake
If one or more counters would be put on an artifact or creature you control, that many plus one of each of those kinds of counters are put on that permanent instead. If you would get one or more counters, you get that many plus one of each of those kinds of counters instead.
Creature — Sphinx
Flying Whenever a creature with flying attacks, you may draw a card.
Creature — Human Wizard
Flying Whenever you cast an instant, sorcery, or Wizard spell, you may draw a card. If you do, discard a card.
Sorcery
Destroy all creatures that aren't enchanted. They can't be regenerated.