412 N MAIN ST, MITCHELL, SD, 57301-2614
Cards Tracked
8934
In Stock
8934
Rating
—
Inventory last scanned: 6/28/2026, 6:12:37 PM
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Choose one or both — • Counter target spell. • Draw two cards, then discard a card.
Legendary Creature — Elf Noble
Arwen enters with an indestructible counter on it. {1}, Remove an indestructible counter from Arwen: Another target creature gains indestructible until end of turn. Put a +1/+1 counter and a lifelink counter on that creature and a +1/+1 counter and a lifelink counter on Arwen.
Legendary Creature — Human Knight
Vigilance {2}{W}, {T}: Create a 2/2 white Knight creature token with vigilance. {B}, {T}, Tap X untapped Knights you control: Destroy target creature with power X or less.
Creature — Human Samurai
Haste Whenever a Samurai or Warrior you control attacks alone, it gets +1/+0 until end of turn for each Samurai or Warrior you control.
Creature — Orc Cleric
Flying When this creature enters, put a +1/+1 counter on another target creature you control. At the beginning of combat on your turn, exile up to one target card from a graveyard.
Creature — Wolf
This creature enters with a +1/+1 counter on it if you control a permanent with mana value 4 or greater. Whenever you cast a spell with mana value 4 or greater, put a +1/+1 counter on this creature.
Sorcery
Return all creature and planeswalker cards with mana value X or less from your graveyard to the battlefield. Exile Ascend from Avernus.
Enchantment
At the beginning of your upkeep, put a time counter on this enchantment. Once each turn, you may pay {0} rather than pay the mana cost for a spell you cast with mana value X or less, where X is the number of time counters on this enchantment.
Legendary Artifact Creature — Cyberman
The first nonlegendary artifact spell you cast each turn has casualty 2. (As you cast it, you may sacrifice a creature with power 2 or greater. When you do, copy it. A copy of an artifact spell becomes a token.) Whenever you sacrifice another creature, put a +1/+1 counter on Ashad.
Enchantment — Aura
Enchant creature Enchanted creature has flying, first strike, and vigilance.
Land
{T}: Add {C}. Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Legendary Creature — Human Rebel Noble
Whenever Ashe attacks, look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Planeswalker — Ashiok
+2: Draw a card. Each player mills two cards. −5: Put target creature card from a graveyard onto the battlefield under your control. −11: Gain control of all creatures target opponent controls.
Enchantment
Flash When this enchantment enters, exile target spell. Your opponents can't cast spells with the same name as the exiled card. When this enchantment leaves the battlefield, return the exiled card to its owner's hand.
Creature — Nightmare
Whenever an enchantment you control is put into a graveyard from the battlefield, draw a card.
Kindred Instant — Elemental
Choose two — • Create a token that's a copy of target Elemental you control. • Target player draws two cards. • Ashling's Command deals 2 damage to each creature target player controls. • Target player creates two Treasure tokens.
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies or is put into exile from the battlefield, return it to its owner's hand."
Artifact
{T}, Sacrifice this artifact: Put a +1/+1 counter on target nonartifact creature. That creature becomes an artifact in addition to its other types.
Legendary Creature — Human Peasant
Haste Celebration — Whenever Ash attacks, if two or more nonland permanents entered the battlefield under your control this turn, put a +1/+1 counter on Ash.
Instant
Until end of turn, target creature gets +1/+3 and gains flying and toxic 1. (Players dealt combat damage by that creature also get a poison counter.)
Creature — Human Assassin
{1}: This creature gains your choice of flying, deathtouch, or lifelink until end of turn.
Instant
This spell costs {1} less to cast if you control an artifact and {1} less to cast if you control an enchantment. Destroy target creature or planeswalker.
Instant
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Enchantment
Each creature you control assigns combat damage equal to its toughness rather than its power. {G}: Target creature with defender can attack this turn as though it didn't have defender. {2}{G}: Creatures you control get +0/+1 until end of turn.
Enchantment
You may look at the top card of your library any time. Once each turn, you may cast a creature spell with power 2 or less from the top of your library.
Sorcery
Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to up to one target creature an opponent controls.
Legendary Creature — Vampire Elf Rogue
Deathtouch, lifelink At the beginning of your end step, choose one — • Feed — Target opponent loses life equal to the amount of life they lost this turn. • Friends — You gain life equal to the amount of life you gained this turn.
Artifact
This artifact enters with X charge counters on it. {T}: Choose a color. Add one mana of that color for each charge counter on this artifact.
Artifact — Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature." Diana — Equip {2}
Enchantment
Enchanted creatures you control get +2/+2.
Legendary Creature — Dragon
Flying, trample Whenever a Dragon you control attacks, it gains double strike until end of turn.
Legendary Creature — Sphinx
Flying {2}{U}, {T}: Draw two cards, then discard a card. Whenever Atemsis deals damage to an opponent, you may reveal your hand. If cards with at least six different mana values are revealed this way, that player loses the game.
Creature — Phyrexian Wizard
Whenever you cast a noncreature spell, put an oil counter on this creature. Remove an oil counter from this creature: Target creature gains flying until end of turn. Activate only as a sorcery.
Creature — Atog
Sacrifice an artifact: This creature gets +2/+2 until end of turn.
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature attacks, choose up to one target creature. That creature can't be blocked this turn and has base power and toughness 1/1 until end of turn. Equip {2}
Sorcery
Destroy target artifact, battle, enchantment, or creature with flying.
Artifact Creature — Phyrexian Insect
This creature enters with three oil counters on it. At the beginning of combat on your turn, you may remove an oil counter from this creature. When you do, target creature you control gains your choice of flying, vigilance, deathtouch, or lifelink until end of turn.
Sorcery
Target player mills two cards, draws two cards, and loses 2 life. (To mill a card, a player puts the top card of their library into their graveyard.)
Legendary Creature — Dragon Spirit
Flying, trample When Atsushi dies, choose one — • Exile the top two cards of your library. Until the end of your next turn, you may play those cards. • Create three Treasure tokens.
Sorcery
Choose target creature. Roll X six-sided dice. For each even result, put two -1/-1 counters on that creature. For each odd result, create a 1/2 blue Bird creature token with flying named Storm Crow.
Creature — Phyrexian Kor
Flying Whenever this creature deals combat damage to a player or battle, transform up to one target Incubator token you control.
Legendary Creature — Merfolk Warrior Villain
Other Merfolk you control get +1/+1. Whenever one or more Merfolk you control attack a player, draw a card.
Creature — Human Ranger
Trample Whenever one or more cards leave your graveyard during your turn, put a +1/+1 counter on this creature.
Creature — Human Rogue
Whenever this creature attacks, you draw a card and you lose 1 life.
Sorcery
Create a 0/1 green Plant creature token, then draw cards equal to the number of differently named creature tokens you control.
Creature — Merfolk Wizard
When this creature enters, look at the top three cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Legendary Creature — Devil Advisor
Flying Whenever a source you control deals damage to you, put that many +1/+1 counters on Auntie Blyte. {1}{R}, {T}, Remove X +1/+1 counters from Auntie Blyte: It deals X damage to any target.
Sorcery
Choose one — • Target opponent reveals their hand. You choose a nonland permanent card from it. That player discards that card. • Target creature gets -2/-2 until end of turn.
Instant
Attach target Aura you control to target creature. Draw a card.
Creature — Human Wizard
When this creature enters, you may return target enchantment card from your graveyard to your hand.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.
Enchantment — Aura
Enchant creature {1}, Tap an untapped creature you control: Untap enchanted creature.