2329 Iowa Suite M, Lawrence, KS, 66046
Cards Tracked
8990
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8981
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Inventory last scanned: 6/15/2026, 6:14:54 PM
Artifact Creature — Robot
Flying {U}, Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays {3}.
Creature — Zombie
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, target creature's owner puts it on their choice of the top or bottom of their library.
Sorcery
Target player reveals their hand. You choose an artifact or creature card from it. That player discards that card.
Instant
Return target spell or permanent with mana value 1 or greater to its owner's hand. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Sorcery
Exile target artifact, creature, or enchantment an opponent controls. That player may put a permanent card from their hand onto the battlefield.
Instant
Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Target creature you control gains indestructible until end of turn. If this spell was kicked, instead any number of target creatures you control gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Enchantment
If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead.
Legendary Creature — Human God
As long as you have one or fewer cards in hand, Djeru and Hazoret has vigilance and haste. Whenever Djeru and Hazoret attacks, look at the top six cards of your library. You may exile a legendary creature card from among them. Put the rest on the bottom of your library in a random order. Until end of turn, you may cast the exiled card without paying its mana cost.
Instant
Untap target creature. Prevent all damage that would be dealt to it this turn. Cycling {2} ({2}, Discard this card: Draw a card.)
Legendary Creature — Human Warrior
Vigilance When Djeru enters, you may search your library for a planeswalker card, reveal it, put it into your hand, then shuffle. If a source would deal damage to a planeswalker you control, prevent 1 of that damage.
Creature — Djinn
Flying {T}: Exchange control of two target nonlegendary creatures. You can't activate this ability during combat.
Creature — Djinn
Flying Whenever you cast an instant or sorcery spell, choose one — • This creature gets +1/+1 until end of turn. • Exile this creature. Return it to the battlefield under its owner's control at the beginning of the next end step. • Scry 1.
Creature — Goblin Pirate
When this creature enters, create X Treasure tokens, where X is the number of artifacts and enchantments your opponents control. (Treasure tokens are artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
Artifact — Equipment
Whenever a creature you control with mana value 5 or greater enters, you may attach this Equipment to it. Equipped creature gets +4/+4. Equip {5}
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When this Class enters, mill two cards, draw two cards, then discard two cards. {1}{U}: Level 2 When this Class becomes level 2, return up to two target artifact cards from your graveyard to your hand. {4}{U}: Level 3 At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it isn't a creature, it becomes a 0/0 Robot creature in addition to its other types.
Creature — Human Rogue
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Whenever an opponent draws their second card each turn, you may return this card from your graveyard to your hand.
Enchantment
At the beginning of your end step, each opponent loses 1 life and you gain 1 life.
Legendary Creature — Dog
When Dogmeat enters, mill five cards, then return an Aura or Equipment card from your graveyard to your hand. Whenever a creature you control that's enchanted or equipped attacks, 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.")
Enchantment — Aura
Flash Enchant creature As long as another player controls enchanted creature, it can't attack or block. Otherwise, this Aura has umbra armor. (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Artifact
{1}, {T}, Exile a creature card from your graveyard: Create a token that's a copy of the exiled card, except it's a 0/0 Construct artifact in addition to its other types and it has "This token gets +1/+1 for each Construct you control." It gains haste until end of turn. Activate only as a sorcery.
Artifact
Prevent all combat damage that would be dealt to attacking creatures you control.
Creature — Vampire
When this creature enters, gain control of target creature with mana value less than or equal to the number of Vampires you control until end of turn. Untap that creature. It gains haste until end of turn.
Legendary Planeswalker — Domri
Creatures you control get +1/+0. +1: Add {R} or {G}. Creature spells you cast this turn can't be countered. −2: Target creature you control fights target creature you don't control.
Legendary Planeswalker — Domri
+1: Add {R} or {G}. If that mana is spent on a creature spell, it gains riot. (It enters with your choice of a +1/+1 counter or haste.) −3: Look at the top four cards of your library. You may reveal up to two creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order. −8: You get an emblem with "At the beginning of each end step, create a 4/4 red and green Beast creature token with trample."
Legendary Planeswalker — Domri
+1: Look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand. −2: Target creature you control fights another target creature. −7: You get an emblem with "Creatures you control have double strike, trample, hexproof, and haste."
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature or planeswalker you don't control.
Legendary Creature — Human Wizard
Whenever you cast a nonlegendary creature spell with flying, you may copy it, except the copy is a 1/1 Spirit in addition to its other types. Do this only once each turn. (The copy becomes a token.)
Legendary Creature — Mutant Ninja Turtle
{T}: Put three +1/+1 counters on target artifact you control. If it isn't a creature, it becomes a 0/0 Robot creature in addition to its other types. Activate only as a sorcery. Whenever an artifact you control is put into a graveyard from the battlefield, if it had counters on it, put those counters on up to one target artifact or creature you control.
Legendary Creature — Mutant Ninja Turtle
Vigilance (Attacking doesn't cause this creature to tap.) When Donatello enters, tap up to three target creatures your opponents control. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Sorcery
Sneak {U} (You may cast this spell for {U} if you also return an unblocked attacker you control to hand during the declare blockers step.) Draw two cards.
Legendary Creature — Mutant Ninja Turtle
When Donatello enters, if you control an artifact, draw a card.
Legendary Creature — Mutant Ninja Turtle
Flying Whenever an artifact you control enters, put a +1/+1 counter on Donatello.
Legendary Creature — Mutant Ninja Turtle
Vigilance At the beginning of your end step, exile up to one target artifact you control and up to one target creature you control. Then return them to the battlefield under their owners' control.
Legendary Creature — Mutant Ninja Human Turtle
When Donnie & April enter, choose one or both. Each mode must target a different player. • Target player draws two cards. • Target player returns an artifact, instant, or sorcery card from their graveyard to their hand.
Legendary Creature — Mutant Ninja Turtle
Menace Whenever Don & Raph attack, the next noncreature spell you cast this turn has affinity for artifacts. (It costs {1} less to cast for each artifact you control.)
Instant
Counter target spell unless its controller pays {2}. If they do, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Instant
Destroy target nonblack creature.
Creature — Human
When this creature dies, create a 2/2 black Zombie creature token.
Creature — Human Soldier
When this creature dies, create a 1/1 white Spirit creature token with flying.
Creature — Demon
Flying When this creature enters, if it was cast, each player exiles all but the bottom six cards of their library face down. At the beginning of your upkeep, draw a card.
Sorcery
Destroy all creatures. Foretell {1}{W}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature — Giant Berserker
When this creature enters, creatures you control get +1/+0 and gain haste until end of turn. Foretell {4}{R} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Enchantment Creature — Giant
Constellation — Whenever this creature or another enchantment you control enters, creatures your opponents control get -1/-1 until end of turn.
Artifact
As this artifact enters, choose a creature type. Whenever you cast a spell of the chosen type, put a charge counter on this artifact. Creatures you control of the chosen type get +1/+1 for each charge counter on this artifact.
Legendary Artifact
Whenever you attack, scry 2, then you may reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking. Until your next turn, it gains trample if you control a Dwarf and hexproof if you control an Elf.
Instant // Instant