Inventory last scanned: 4/29/2026, 6:28:25 PM
Creature — Human Soldier Rogue
When this creature dies, 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.)
Creature — Elemental
Siege Monster — When this creature enters, roll a d20. 1—9 | Each player sacrifices a permanent of their choice. 10—19 | Each opponent sacrifices a permanent of their choice. 20 | Each opponent sacrifices two permanents of their choice.
Sorcery — Lesson
Earthbend 4. (Target land you control becomes a 0/0 creature with haste that's still a land. Put four +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Creature — Human Soldier Ally
This creature gets +1/+0 for each color among Allies you control. {2}{W}{U}{B}{R}{G}: Earthbend 5. (Target land you control becomes a 0/0 creature with haste that's still a land. Put five +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Sorcery
Earthquake deals X damage to each creature without flying and each player.
Artifact — Vehicle
Vigilance, trample Exile an artifact or creature card from your graveyard: This Vehicle becomes an artifact creature until end of turn. 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.)
Creature — Dinosaur
Trample When this creature enters, draw a card for each other Dinosaur you control.
Creature — Bird Spirit Avatar
Flying, vigilance Alliance — Whenever another creature you control enters, this creature gets +1/+0 until end of turn.
Creature — Human Knight
Vigilance Whenever this creature deals damage to a Goblin or Orc, destroy that creature.
Creature — Human Warrior
When this creature dies, amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Creature — Halfling Peasant
When this creature enters, create a Food token. When you do, target creature you control gets +1/+1 until end of turn for each Food you control. (A Food token is an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Sorcery
As an additional cost to cast this spell, sacrifice a creature or pay {3}{B}. Exile target creature or planeswalker.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Creature — Tiefling Wizard
Flying When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.) At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.
Creature — Human Peasant
When this creature enters, mill three cards, then you may return a land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
Creature — Vampire Spirit
Descend 4 — As long as there are four or more permanent cards in your graveyard, this creature gets +1/+1 and has lifelink.
Sorcery
Return target creature card and all other cards with the same name as that card from your graveyard to your hand.
Creature — Goblin Scout
When this creature enters, look at the top four cards of your library. You may reveal a Goblin, Swamp, or Mountain card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Elf Scout
When this creature enters, look at the top four cards of your library. You may reveal an Elf, Swamp, or Forest card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Elemental Scout
When this creature enters, look at the top four cards of your library. You may reveal an Elemental, Island, or Mountain card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Kithkin Scout
When this creature enters, look at the top four cards of your library. You may reveal a Kithkin, Forest, or Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Merfolk Scout
When this creature enters, look at the top four cards of your library. You may reveal a Merfolk, Plains, or Island card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Artifact
When this artifact enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle. {2}, {T}, Sacrifice this artifact: Put a +1/+1 counter on target creature. Activate only as a sorcery.
Creature — Bird
Flying When this creature enters, you get {E}{E} (two energy counters). Whenever this creature attacks, you may pay {E}. If you do, another target attacking creature gains flying until end of turn.
Land — Town
{T}: Add {C}. {5}, {T}: Mill two cards. Then you may sacrifice this land. When you do, return another target permanent card from your graveyard to your hand.
Sorcery
Return target creature card from your graveyard to the battlefield. When you discard this card, you may pay {B}. When you do, return target creature card from your graveyard to your hand.
Legendary Creature — Human Artificer Noble
Once during each of your turns, you may cast an artifact spell from your graveyard. If you cast a spell this way, that artifact enters tapped. Tools — Whenever Edgar attacks, it gets +X/+0 until end of turn, where X is the greatest mana value among artifacts you control.
Artifact Creature — Robot Scout
Reach When this creature dies, each player creates a Lander token. (It's an artifact with "{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Land
This land enters tapped. As this land enters, choose a color. {T}: Add one mana of the chosen color. {3}, {T}, Sacrifice this land: Return target card that has an Adventure from your graveyard to your hand.
Creature — Human Peasant
Whenever you cast a creature spell that has an Adventure, draw a card. (It doesn't need to have gone on the adventure first.)
Creature — Dog
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, create a 1/1 black Rat creature token with "This token can't block."
Legendary Creature — Human Assassin Pirate
At the beginning of your end step, create a Treasure token for each tapped Assassin, Pirate, and/or Vehicle you control. Whenever a Vehicle you control deals combat damage to a player, look at the top card of that player's library, then exile it face down. You may play that card for as long as it remains exiled.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +1/+1. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Artifact
When this artifact enters, draw a card. {1}{B}, Sacrifice this artifact: Mill four cards. You may put a creature card from among them into your hand. (To mill four cards, put the top four cards of your library into your graveyard.)
Instant
Prevent all damage that would be dealt to you and creatures you control this turn by creatures.
Sorcery
Return any number of permanent cards with different names from your graveyard to the battlefield.
Enchantment
Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying.
Instant
Put two +1/+1 counters on target creature. Infusion — If you gained life this turn, that creature also gains trample and indestructible until end of turn.
Creature — Orc Monk
Vigilance Menace (This creature can't be blocked except by two or more creatures.) This creature enters with two +1/+1 counters on it if you've cast two or more spells this turn.
Creature — Efreet Monk
First strike When this creature enters or is turned face up, another target creature you control gets +3/+0 until end of turn. Morph {2}{U}{R}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. If you don't control a Faerie, exile a card from your hand.
Enchantment Creature — Human Samurai
Whenever a Samurai or Warrior you control attacks alone, it gets +1/+1 until end of turn.
Sorcery
Create X 2/2 white Samurai creature tokens with vigilance. They gain menace and haste until end of turn. Each opponent creates X minus one 2/2 white Samurai creature tokens with vigilance.
Instant
This spell can't be countered. Return target nonland permanent to its owner's hand. Draw a card.
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+4. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)