Inventory last scanned: 4/27/2026, 1:38:01 AM
Creature — Angel
Flying When this creature enters, you gain 3 life.
Creature — Angel Ally
Flying When this creature enters, you gain 1 life for each creature you control.
Creature — Angel
Flying If you would gain life, you gain that much life plus 1 instead. This creature gets +2/+2 as long as you have 25 or more life.
Creature — Angel
Flying When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
Artifact Creature — Angel
Flying When this creature enters, exile up to two target artifacts and/or enchantments. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Artifact
Whenever a creature you control enters, you may have this artifact become a 3/3 white Angel artifact creature with flying until end of turn.
Creature — Human Cleric
When this creature enters, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Instant
Exile target creature or planeswalker. Its controller creates a 4/4 white Angel creature token with flying.
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, you may tap target creature.
Creature — Cat Angel
Whenever this creature becomes the target of a spell or ability for the first time each turn, put a +1/+1 counter on it. As long as this creature has three or more +1/+1 counters on it, it has flying.
Creature — Angel Spirit
Flying, protection from artifacts
Enchantment
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature has flying.
Instant
Target creature or planeswalker you control gains protection from colorless or from the color of your choice until end of turn. If it's a creature, put a +1/+1 counter on it. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything with that quality.)
Creature — Angel Advisor
Affinity for Citizens (This spell costs {1} less to cast for each Citizen you control.) Flying
Sorcery
As an additional cost to cast this spell, sacrifice a permanent. Exile target artifact, creature, or enchantment.
Creature — Angel Soldier
Flying When this creature enters, put a +1/+1 counter on each of up to two other target creatures.
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice this enchantment. If you do, return that card to the battlefield.
Creature — Wall
Defender (This creature can't attack.) Flying
Creature — Incarnation
Haste As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
Creature — Human Citizen
Trample Whenever you cast a spell with mana value 4 or greater, this creature deals 1 damage to each opponent. {5}{R}: Put two +1/+1 counters on this creature. Activate only as a sorcery.
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature attacks, create a 1/1 green Squirrel creature token. Put a +1/+1 counter on that token for each Aura and Equipment attached to this creature other than Animal Friend."
Enchantment — Aura
Enchant your graveyard Enchanted graveyard is a creature on the battlefield with base power and toughness each equal to the number of cards in it. It has the text boxes of all creature cards in it. It's still a graveyard. If enchanted graveyard would leave the battlefield, instead exile this Aura.
Sorcery
This spell costs {2} less to cast if it targets a legendary creature you control. Target creature you control deals damage equal to twice its power to target creature or planeswalker you don't control.
Creature — Vampire Berserker
This creature attacks each combat if able. Whenever this creature attacks, discard your hand, then draw three cards. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Artifact Creature — Phyrexian Cleric
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When this creature enters, exile target artifact or creature an opponent controls with mana value 3 or less until this creature leaves the battlefield.
Legendary Creature — Human Rogue
Flash When Annie Flash enters, if you cast it, return target permanent card with mana value 3 or less from your graveyard to the battlefield tapped. Whenever Annie Flash becomes tapped, exile the top two cards of your library. You may play those cards this turn.
Sorcery
As an additional cost to cast this spell, pay {4} or sacrifice an artifact or creature. Destroy target creature or planeswalker.
Creature — Dinosaur
Reach, trample Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Instant
Counter target artifact or enchantment spell.
Instant
Exile target creature if it has mana value 3 or less. Corrupted — Exile that creature instead if its controller has three or more poison counters.
Token Creature — Zombie Human Cleric
Whenever a creature token enters the battlefield under your control, you gain 1 life.
Creature — Angel
Flying Whenever a creature attacks, you may pay {3}. When you do, put a +1/+1 counter on that creature.
Instant
You may mill two cards. Then return up to two creature cards from your graveyard to your hand. (To mill two cards, put the top two cards of your library into your graveyard.)
Sorcery
Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.
Legendary Creature — Vampire Shaman
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
Enchantment
Whenever a creature you control enters, you gain 1 life. If this enchantment isn't a creature, it becomes a 3/3 Angel creature with flying in addition to its other types until end of turn.
Instant
Target creature gets +4/+3 until end of turn.
Enchantment
Creatures you control get +1/+1.
Creature — Insect
Reach When this creature enters, you may discard a card or pay {2}. When you do, destroy target Room.
Instant
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Instant
Counter target creature or planeswalker spell unless its controller pays {2}. If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.
Sorcery
Create two 2/2 red and white Spirit creature tokens. Then if this spell was cast from anywhere other than your hand, put a +1/+1 counter on each Spirit you control. Flashback {4}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Destroy all artifacts you don't control, then exile the top X cards of your library, where X is the number of artifacts that were put into graveyards from the battlefield this turn. You may put a creature card exiled this way onto the battlefield. It gains haste. Return it to your hand at the beginning of the next end step.
Artifact — Vehicle
{T}: Target creature you control with power 2 or less gains lifelink until end of turn and can't be blocked this 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 — Phyrexian Angel
Flying Corrupted — As long as an opponent has three or more poison counters, this creature has double strike.
Instant
({W/P} can be paid with either {W} or 2 life.) Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn.
Creature — Elephant
Vigilance (Attacking doesn't cause this creature to tap.) When this creature enters, choose one — • Put two +1/+1 counters on target creature you control. • You gain 4 life.
Legendary Creature — Bison Ally
Flying Whenever Appa enters or attacks, choose one — • Target creature you control gains flying until end of turn. • Airbend another target nonland permanent you control. (Exile it. While it's exiled, its owner may cast it for {2} rather than its mana cost.)
Legendary Creature — Bison Ally
Flash Flying When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for {2} rather than its mana cost.) Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
Sorcery // Sorcery
Enchantment Creature — Horror
Flash Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Instant
Destroy target artifact or enchantment. You gain 2 life.
Sorcery
Create a token that's a copy of target non-Aura permanent you control, except it's a 0/0 Fractal creature in addition to its other types. Put six +1/+1 counters on it.