334 East Main St. Suite B, Sylva, NC, 28779
Cards Tracked
8594
In Stock
8594
Rating
—
Inventory last scanned: 6/27/2026, 6:07:44 PM
Sorcery
Return up to three target creatures your opponents control to their owners' hands. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Sorcery
Return up to three target creatures and/or enchantments to their owners' hands.
Enchantment
Flash When this enchantment enters, exile target tapped creature an opponent controls until this enchantment leaves the battlefield.
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +0/+2 as long as it's a Pirate. Otherwise, it gets -2/-0.
Enchantment
Ward {3} (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Creature — Octopus
This creature can't attack unless defending player controls an Island. {5}{U}{U}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, target land becomes an Island in addition to its other types.
Enchantment
Sacrifice this enchantment: Destroy target artifact or enchantment.
Enchantment
Sacrifice this enchantment: Destroy target nonblack creature. It can't be regenerated.
Enchantment
Sacrifice this enchantment: It deals 2 damage to any target.
Enchantment
Sacrifice this enchantment: Return target creature to its owner's hand.
Sorcery
Reorder your graveyard at random. An opponent chooses a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, exile it.
Sorcery
Search your library for a basic land card, put it onto the battlefield, then shuffle. Suspend 2—{G} (Rather than cast this card from your hand, you may pay {G} and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Enchantment
Whenever a creature attacks you or a planeswalker you control, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
Instant
Searing Barrage deals 5 damage to target creature. Adamant — If at least three red mana was spent to cast this spell, Searing Barrage deals 3 damage to that creature's controller.
Instant
Searing Blood deals 2 damage to target creature. When that creature dies this turn, Searing Blood deals 3 damage to the creature's controller.
Instant
Searing Spear deals 3 damage to any target.
Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters attached to that land.) Enchanted land is an Island.
Creature — Serpent
This creature can't attack unless defending player controls an Island. When you control no Islands, sacrifice this creature.
Creature — Human Warrior
Discard a card: Tap this creature. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Enchantment
Whenever a creature you control enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) Whenever you cast a spell that targets a creature you control, draw a card.
Instant
Choose one or both — • Return target creature card from your graveyard to your hand. • Return target enchantment card from your graveyard to your hand.
Creature — Faerie
Flying, protection from red
Land
As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
Instant
Choose one — • Look at the top five cards of target opponent's library, then put them back in any order. • Look at the top five cards of your library, then put them back in any order. Entwine {U} (Choose both if you pay the entwine cost.)
Artifact Creature — Wall
Defender {4}{U}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Enchantment
Face-down creatures you control get +0/+1. Whenever a permanent you control is turned face up, draw a card.
Sorcery
You and target opponent each draw three cards.
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Draw two cards. If you have the city's blessing, draw three cards instead.
Instant
Investigate. If this spell was cast from a graveyard, investigate twice instead. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Flashback {3}{U}
Enchantment — Aura
Enchant creature As long as enchanted creature is attacking alone, it can't be blocked. Enchanted creature has "Whenever this creature deals combat damage to a player, it connives." (Its controller draws a card, then discards a card. If they discarded a nonland card, they put a +1/+1 counter on this creature.)
Creature — Scorpion
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Sorcery
Draw two cards, then shuffle a card from your hand into your library.
Creature — Elf Shaman
{2}{G}{W}: Target creature gets +3/+3 until end of turn. Untap that creature.
Instant
Mill two cards. You may put a permanent card from among the milled cards into your hand. You gain 2 life. (To mill two cards, put the top two cards of your library into your graveyard.)
Creature — Human Wizard
{T}: Draw a card, then discard a card. Activate only if you've cast a noncreature spell this turn.
Sorcery
Search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Sorcery
Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1 and has first strike. At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice this Aura.
Creature — Snake Cleric
{U}, {T}, Discard a card: Target player mills three cards.
Artifact
{T}: Add {C}. {2}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Elemental Warrior
Sacrifice an Elemental: This creature gets +2/+0 and gains first strike until end of turn.
Creature — Insect
Megamorph {6}{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.)
Creature — Leviathan
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Creature — Elemental
When this creature enters, creatures without flying can't block this turn.
Instant
Seismic Shudder deals 1 damage to each creature without flying.
Sorcery
Destroy target land. Add {R}{R}.
Sorcery
Creatures without flying can't block this turn.
Instant
Seismic Strike deals damage to target creature equal to the number of Mountains you control.
Instant
Seismic Wave deals 2 damage to any target and 1 damage to each nonartifact creature target opponent controls.
Instant
Target creature gets +1/+1 and gains first strike until end of turn.
Enchantment — Aura
Enchant creature Whenever enchanted creature becomes tapped, this Aura deals 3 damage to that creature's controller unless that player pays {3}.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {W} or {U}.
Land
This land enters tapped. When this land enters, target creature you control gains protection from the color of your choice until end of turn. {T}: Add {W}.
Sorcery
Return X target creatures of the creature type of your choice to their owner's hand.
Instant
Choose one — • Target creature gets +2/+2 and gains trample until end of turn. • Exile target creature with power 5 or greater. • Create a 2/2 white Knight creature token with vigilance.