Inventory last scanned: 4/29/2026, 6:28:25 PM
Sorcery
Return target creature card from your graveyard to the battlefield. That creature explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard. Then repeat this process.)
Instant
Scry 2, then draw a card.
Instant
This spell costs {1} less to cast for each spell your opponents have cast this turn. Scry 2, then draw two cards. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creature — Moogle
Flying When this creature enters, search your library and/or graveyard for an artifact card with mana value 2 or less, reveal it, and put it into your hand. If you search your library this way, shuffle.
Creature — Insect
Flying Whenever this creature attacks, if you control a creature with a counter on it, each opponent loses 1 life.
Artifact — Equipment
Equipped creature gets +1/+1. Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.) Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Instant
As an additional cost to cast this spell, sacrifice an artifact or discard a card. Draw two cards.
Sorcery
Target opponent discards two cards, mills two cards, and loses 2 life. (To mill a card, a player puts the top card of their library into their graveyard.)
Artifact — Vehicle
This Vehicle can't be blocked by creatures with power 2 or less. Crew 5 (Tap any number of creatures you control with total power 5 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact Creature — Demon Wall
Defender Menace (This creature can't be blocked except by two or more creatures.) As long as this creature has a counter on it, it can attack as though it didn't have defender. {5}{B}: Put two +1/+1 counters on this creature.
Instant
Scry 2, then draw two cards. You lose 2 life.
Sorcery
Exile the top thirteen cards of your library, then search your library for a card. Put that card into your hand, then shuffle.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has menace and trample. When this Aura is put into a graveyard from the battlefield, draw a card. Plot {R} (You may pay {R} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature — Demon
Flying At the beginning of your upkeep, sacrifice a creature other than this creature.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. When enchanted creature dies, return that card to its owner's hand.
Enchantment — Aura
Enchant creature Enchanted creature can't block, and its activated abilities can't be activated.
Creature — Human Warrior
Creatures with power less than this creature's power can't block it. Megamorph {1}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When this creature is turned face up, return target card from your graveyard to your hand.
Legendary Creature — Human Noble
At the beginning of your end step, if a creature died under your control this turn, create a 1/1 white Human Soldier creature token. {2}, Sacrifice another creature: Each opponent loses 1 life and you gain 1 life.
Legendary Creature — Human Noble
When Denethor enters, scry 2. {3}{R}, {T}, Sacrifice Denethor: Target player becomes the monarch. Denethor deals 3 damage to any target.
Instant
Counter target creature or enchantment spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Instant
Target creature gets -3/-0 until end of turn. Then if that creature's power is 0 or less, destroy it.
Artifact Creature — Dreadnought
Prototype {4}{U}{U} — 6/6 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) This creature doesn't untap during your untap step. {3}: Untap this creature.
Creature — Eldrazi
Devoid (This card has no color.) Kicker {C} (You may pay an additional {C} as you cast this spell.) When you cast this spell, choose one. If it was kicked, choose both instead. • Return target creature to its owner's hand. • Target player draws two cards, then discards a card.
Instant
Return target creature to its owner's hand. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Human Wizard
{T}, Mill a card: Add {C}. (To mill a card, put the top card of your library into your graveyard.)
Enchantment — Room // Enchantment — Room
Creature — Human Soldier
Whenever this creature attacks, you may pay {1}{W}. If you do, it endures 1. (Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
Instant
Return target nonland permanent to its owner's hand. If it was attacking, create a 1/1 colorless Drone artifact creature token with flying and "This token can block only creatures with flying."
Legendary Creature — Human Rogue
Vigilance Whenever Desdemona attacks, target creature card in your graveyard that's an artifact or that has mana value 3 or less gains escape until end of turn. The escape cost is equal to its mana cost plus exile two other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.)
Land — Desert
{T}: Add {C}. {T}: This land deals 1 damage to target attacking creature. Activate only during the end of combat step.
Land — Desert
This land enters tapped. {T}: Add {R}. Cycling {1}{R} ({1}{R}, Discard this card: Draw a card.)
Land — Desert
This land enters tapped. {T}: Add {G}. Cycling {1}{G} ({1}{G}, Discard this card: Draw a card.)
Creature — Human Rebel Ally
{T}: Another target creature you control with power 2 or less can't be blocked this turn.
Legendary Creature — Human Assassin
Menace Desmond Miles gets +1/+0 for each other Assassin you control and each Assassin card in your graveyard. Whenever Desmond Miles deals combat damage to a player, surveil X, where X is the amount of damage it dealt to that player.
Land
{T}: Add {C}. {1}{U}{R}, {T}: Draw a card, then discard a card.
Instant
Exile target permanent with mana value 4 or greater.
Creature — Vampire
Lifelink When this creature enters, target player mills two cards. (They put the top two cards of their library into their graveyard.)
Instant
Target creature gets +1/-1 until end of turn. When it dies under your control this turn, draw two cards.
Sorcery — Lesson
As an additional cost to cast this spell, sacrifice a creature. Choose one or both — • Return target creature card from your graveyard to the battlefield if its power is less than or equal to the sacrificed creature's power. • Destroy target creature.
Sorcery
Target opponent reveals their hand. You choose a creature or planeswalker card from it. That player discards that card.
Sorcery
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
Instant
Choose one — • Destroy target creature with toughness 4 or greater. • Destroy target enchantment.
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block.
Enchantment — Aura
Enchant creature Enchanted creature's activated abilities can't be activated. {1}{W}: Attach this Aura to target creature.
Creature — Human Detective
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As long as you have the city's blessing, Detectives you control can't be blocked. Whenever you draw your second card each turn, create a 2/2 white and blue Detective creature token.
Artifact
When this artifact enters, investigate twice. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") {T}: Create a 1/1 colorless Thopter artifact creature token with flying. Activate only if you've sacrificed an artifact this turn.
Artifact — Vehicle
When this Vehicle enters, exile target artifact or creature an opponent controls until this Vehicle leaves the battlefield. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.) Cycling {W} ({W}, Discard this card: Draw a card.)
Enchantment
When this enchantment enters, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent. When this enchantment leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
Sorcery
Return all nonland permanents to their owners' hands. Miracle {1}{U} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)