Inventory last scanned: 5/13/2026, 7:09:10 PM
Instant — Lesson
Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. Put each of those cards into your hand instead if there are three or more Lesson cards in your graveyard.
Instant
Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards.
Creature — Zombie Warrior
When this creature enters, each player sacrifices a nontoken creature of their choice.
Legendary Artifact — Equipment
Equipped creature gets +3/+0. As long as equipped creature is attacking, it has first strike and must be blocked by a Dalek if able. Equip legendary creature {1} Equip {3}
Legendary Creature — Human Rebel
Nitro-9 — Whenever Ace attacks, you may sacrifice an artifact. When you do, put a +1/+1 counter on Ace, then it fights up to one target creature defending player controls. Doctor's companion (You can have two commanders if the other is the Doctor.)
Creature — Dragon
Flying, deathtouch Megamorph {5}{B}{B} (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, put a +1/+1 counter on each other Dragon creature you control.
Creature — Vampire Cleric
{T}, Sacrifice another creature or artifact: Each opponent loses 1 life and you gain 1 life.
Creature — Human Cleric
When this creature enters, mill two cards, then you may return a permanent card from your graveyard to your hand.
Legendary Enchantment — Background
Commander creatures you own have "The first Dragon spell you cast each turn costs {2} less to cast."
Sorcery
Create two 1/1 green Squirrel creature tokens. Flashback—{1}{G}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Target creature gets +1/+3 and gains flying until end of turn. Untap it.
Instant
({R/P} can be paid with either {R} or 2 life.) Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and {T} this turn.)
Sorcery
Exile the top three cards of your library. Until end of turn, you may play those cards. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)
Creature — Human Citizen
Vigilance Channel — {6}, Discard this card: Put a +1/+1 counter on each creature you control. Draw a card.
Instant
Choose one — • Destroy target blue permanent. • Return target Island to its owner's hand.
Creature — Vampire Soldier
As long as this creature is attacking, it gets +2/+0. Pay 4 life: This creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature — Lizard Beast
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Creature — Phyrexian Druid
Vigilance When this creature enters, choose one — • Target creature gets +2/+2 and gains vigilance until end of turn. • Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Land
{T}: Add {C}. {T}: Add {W} or {U}. This land deals 1 damage to you.
Enchantment
When this enchantment enters, create a 0/0 green and blue Fractal creature token. Put three +1/+1 counters on it. At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. It gains vigilance until end of turn.
Legendary Creature — Human Knight
Lifelink Adelbert Steiner gets +1/+1 for each Equipment you control.
Legendary Creature — Human Pirate
When Admiral Brass enters, mill four cards. At the beginning of combat on your turn, you may return target Pirate creature card from your graveyard to the battlefield with a finality counter on it. It has base power and toughness 4/4. It gains haste until end of turn. (If a creature with a finality counter on it would die, exile it instead.)
Instant
Raid — If you attacked this turn, you may pay {U} rather than pay this spell's mana cost. Counter target spell.
Creature — Crocodile
When this creature dies, create a 2/2 black Zombie Druid creature token. Renew — {B}, Exile this card from your graveyard: Put a +1/+1 counter on target creature. Activate only as a sorcery.
Creature — Minotaur Pilot
Whenever a player casts a spell, if it's not their turn, this creature deals 4 damage to them. Whenever you activate an exhaust ability, put a +1/+1 counter on this creature.
Legendary Creature — Human Knight
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Other creatures you control have melee. (If a creature has multiple instances of melee, each triggers separately.)
Artifact — Vehicle
Flying Whenever this Vehicle attacks, draw a card, then discard a card. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Land — Town
When this land enters, you gain 2 life. {T}: Add {C}.
Artifact — Equipment
Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
Look at the top three 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.
Sorcery
({2/U} can be paid with any two mana or with {U}. This card's mana value is 6.) Look at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.
Creature — Angel
Flying (This creature can't be blocked except by creatures with flying or reach.) When this creature enters, another target permanent gains indestructible for as long as you control this creature. (Effects that say "destroy" don't destroy it. A creature with indestructible can't be destroyed by damage.)
Artifact
{1}, {T}, Sacrifice this artifact: It deals 2 damage to any target.
Artifact
This artifact enters tapped. {T}, Exile this artifact: Reverse the game's turn order. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise.)
Sorcery
Destroy target tapped creature. You gain 1 life for each creature you control with flying.
Artifact — Vehicle
Flying Whenever this Vehicle attacks, if defending player controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle. Crew 2
Creature — Bird Soldier
Flying When this creature enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
Sorcery
Choose one — • Take the Elevator — Create three 1/1 colorless Hero creature tokens. • Take 59 Flights of Stairs — Tap up to three target creatures. Put a stun counter on one of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Artifact — Equipment
Equipped creature gets +1/+0 and has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Legendary Creature — Serpent
You may play an additional land on each of your turns. Landfall — Whenever a land you control enters, you may draw a card.
Creature — Human Wizard
When this creature enters, return target creature to its owner's hand.
Creature — Human Wizard
When this creature enters, choose one — • Create a 1/1 white Bird creature token with flying. • Return another target nonland permanent to its owner's hand. • Draw a card.
Enchantment
Revolt — As long as a permanent left the battlefield under your control this turn, if a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead. Whenever you get one or more {E}, this enchantment deals that much damage to any target.
Artifact
{U}, Sacrifice this artifact: Return target creature to its owner's hand. {1}, Sacrifice this artifact: Draw a card.
Instant
Choose target spell. You get {E}{E} (two energy counters), then you may pay any amount of {E}. Counter that spell unless its controller pays {1} for each {E} paid this way.
Artifact
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) {2}, {T}: Draw a card. Max speed — Whenever you draw a card, each opponent mills two cards. (Each opponent puts the top two cards of their library into their graveyard.)
Creature — Vedalken Rogue
When this creature enters, you get {E}{E}{E} (three energy counters). {T}, Pay {E}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Artifact
{T}: Add one mana of any color. {4}, {T}: Choose one. Activate only as a sorcery. • Double the number of each kind of counter on target permanent. • Double the number of each kind of counter you have.
Instant
Return all attacking creatures to their owner's hand.