2329 Iowa Suite M, Lawrence, KS, 66046
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8987
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8978
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Inventory last scanned: 6/14/2026, 6:14:58 PM
Legendary Creature — Troll Shaman
Domain — When Bortuk Bonerattle enters, if you cast it, choose target creature card in your graveyard. Return that card to the battlefield if its mana value is less than or equal to the number of basic land types among lands you control. Otherwise, put it into your hand.
Legendary Creature — Troll Shaman
Domain — When Bortuk Bonerattle enters, if you cast it, choose target creature card in your graveyard. Return that card to the battlefield if its mana value is less than or equal to the number of basic land types among lands you control. Otherwise, put it into your hand.
Creature — Treefolk Shaman
Treefolk spells and Shaman spells you cast cost {1} less to cast.
Creature — Elemental Warrior
Trample This creature enters with two +1/+1 counters on it. Whenever one or more +1/+1 counters are put on another permanent you control, if it's the first time +1/+1 counters have been put on that permanent this turn, put a +1/+1 counter on this creature.
Enchantment — Room // Enchantment — Room
Artifact Creature — Dragon
Flying, vigilance Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Artifact Creature — Dragon
Flying, vigilance Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Artifact Creature — Golem
Prototype {3}{G} — 3/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) When this creature enters, you gain life equal to its power.
Instant
Return target creature or Vehicle to its owner's hand.
Creature — Human Ranger
At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may discard a card. If you do, draw a card.
Enchantment — Aura
Enchant permanent Enchanted permanent can't attack, block, or crew Vehicles, and its activated abilities can't be activated unless they're mana abilities.
Land
{T}: Add {C}. {T}, Sacrifice this land: Search your library for a basic Forest, Island, or Mountain card, put it onto the battlefield tapped, then shuffle. Cycling {G}{U}{R} ({G}{U}{R}, Discard this card: Draw a card.)
Land
This land enters tapped unless you have two or more opponents. {T}: Add {G} or {W}.
Enchantment
At the beginning of your first main phase, remove all flood counters from this enchantment. If no counters were removed this way, put a flood counter on this enchantment and draw a card. Otherwise, add {C}{G}{U}.
Legendary Enchantment Artifact
Attacking creatures you control have deathtouch. {1}{G}, {T}: Choose one — • Put a +1/+1 counter on target creature. • Bow of Nylea deals 2 damage to target creature with flying. • You gain 3 life. • Put up to four target cards from your graveyard on the bottom of your library in any order.
Legendary Creature — Nightmare
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
Legendary Creature — Human Minion
At the beginning of each player's upkeep, that player sacrifices an artifact, creature, or land of their choice.
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You may sacrifice a creature. If you do, each opponent discards a card. II — Return target creature card from your graveyard to your hand. III — Target opponent may sacrifice a nonland, nontoken permanent of their choice. If they don't, they lose 2 life and you draw a card.
Sorcery
Destroy target creature that isn't enchanted. It can't be regenerated. Transmute {1}{B}{B} ({1}{B}{B}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Creature — Dragon Horror
Flying At the beginning of your end step, exile the top card of each opponent's library. You may play those cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it. Whenever a nonland permanent an opponent owns enters the battlefield under your control, they lose life equal to its mana value.
Artifact
{2}, {T}, Sacrifice this artifact: Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Draw four cards, then put two cards from your hand on top of your library in any order.
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+1. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
Destroy target noncreature permanent.
Creature — Mouse Soldier
At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is this creature's power.
Creature — Raccoon Warrior
Whenever you expend 4, Raccoons you control get +1/+1 and gain vigilance until end of turn. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
Creature — Wurm
Reach, trample When this creature enters, you gain 5 life. {2}{G}, Exile this card from your graveyard: You gain 5 life.
Creature — Wurm
Reach, trample When this creature enters, you gain 5 life. {2}{G}, Exile this card from your graveyard: You gain 5 life.
Creature — Phyrexian Elf Scout
Toxic 2 (Players dealt combat damage by this creature also get two poison counters.)
Enchantment
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
Land // Land
Land
{T}: Add {C}. Disguise {3} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When this land is turned face up, add two mana of any one color. Until end of turn, you don't lose this mana as steps and phases end.
Creature — Halfling Peasant
When this creature enters or leaves the battlefield, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Creature — Goblin
Indestructible Whenever this creature is dealt damage, it deals that much damage to target opponent. {2}{R}, {T}: This creature fights another target creature.
Artifact
{T}: Add {C}{C}. When you next cast a spell with {X} in its mana cost this turn, you draw a card and gain half X life, rounded down.
Artifact — Equipment
When you cast this spell, copy it. (The copy becomes a token.) Equipped creature has double strike as long as two or more Equipment are attached to it. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact Creature — Construct
This creature doesn't untap during your untap step. At the beginning of your upkeep, you may pay {1}. If you do, untap this creature.
Sorcery
For each land you control, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Sorcery
For each land you control, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Rabbit Mouse
{1}, {T}: Target creature gets +1/+1 until end of turn. Activate only as a sorcery.
Sorcery
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) If this spell was bargained, target land you control becomes a 3/3 Elemental creature with haste that's still a land. Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Creature — Faerie Rogue // Instant — Adventure
Creature — Raccoon Rogue
First strike Whenever this creature attacks, add {R}. Until end of turn, you don't lose this mana as steps and phases end.
Enchantment
When this enchantment enters, exile cards from the top of your library until you exile a nonland card. You may cast it without paying its mana cost if that spell's mana value is 8 or less. If you don't, put that card into your hand. When a Dragon you control enters, return this enchantment to its owner's hand.
Sorcery
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
Instant
Destroy target artifact or enchantment. Create a Junk token. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Instant
Choose one — • Exile target artifact. • Exile target enchantment. • Manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Creature — Eldrazi
All creatures able to block this creature do so.
Sorcery // Sorcery
Sorcery
Target creature an opponent controls deals damage equal to its power to another target creature that player controls. The Ring tempts you.
Instant
Destroy target enchantment. If a permanent you controlled or a token was destroyed this way, draw a card.
Instant
Choose one — • Destroy target artifact. • Destroy target enchantment. • Exile target card from a graveyard. Reinforce 1—{W} ({W}, Discard this card: Put a +1/+1 counter on target creature.)
Instant
Destroy target creature or planeswalker. You gain 1 life for each of its colors.
Creature — Angel
Flying, soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Breathkeeper Seraph is paired with another creature, each of those creatures has "When this creature dies, you may return it to the battlefield under its owner's control at the beginning of your next upkeep."
Creature — Angel
Flying, soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Breathkeeper Seraph is paired with another creature, each of those creatures has "When this creature dies, you may return it to the battlefield under its owner's control at the beginning of your next upkeep."