1900 Berry St, STE E, Elkhart, IN, 46514
Cards Tracked
9260
In Stock
9260
Rating
—
Inventory last scanned: 9/11/2026, 6:13:01 PM
Enchantment — Aura
Enchant creature When this Aura enters, venture into the dungeon. (Enter the first room or advance to the next room.) Enchanted creature gets -2/-2. It gets -5/-5 instead as long as you've completed a dungeon.
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3, must be blocked if able, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Sorcery
Creatures you control get +3/+3 until end of turn. Each creature your opponents control blocks this turn if able.
Creature — Bird Knight
Flying When this creature enters, create a 1/1 blue and red Elemental creature token.
Creature — Dinosaur Ninja
This creature can't be blocked by creatures with greater power. {1}{W}, {T}: Return another target creature you control to its owner's hand. Activate only during your turn.
Sorcery
Creatures you control get +10/+10 and gain vigilance until end of turn.
Sorcery
Creatures you control get +10/+10 and gain vigilance until end of turn.
Instant
Tap target creature. Draw a card.
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield under its owner's control and suspect it." (A suspected creature has menace and can't block.)
Artifact — Equipment
When this Equipment enters, return target creature card with mana value 3 or less from your graveyard to the battlefield and attach this Equipment to it. Equipped creature gets +2/+2 and has vigilance. Equip {3}
Sorcery
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery — Lesson
Destroy target artifact or land an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Draw a card.
Enchantment
Whenever a player taps a land for mana, if it's not that player's turn, destroy that land.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If mana from a Treasure was spent to cast this spell, that creature gets +2/+0 until end of turn.
Creature — Plant Mercenary
When this creature enters, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Creature — Cat Monk
Defender Whenever this creature blocks, you gain 3 life.
Enchantment
Elves you control get +2/+0.
Creature — Zombie Cat Warrior
Vigilance 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.) Max speed — At the beginning of combat on your turn, target creature or Vehicle you control gains double strike until end of turn.
Creature — Human Warlock
{T}, Pay 3 life, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery. Unearth {3}{W}{B} ({3}{W}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature — Human Cleric
{T}, Sacrifice two other creatures: Any number of target players each lose 2 life and sacrifice a creature of their choice. You add {B}{B} and draw a card. (Activate only as an instant.)
Creature — Human Cleric
When this creature enters, create a 5/5 black Demon creature token with flying. At the beginning of your upkeep, you lose 2 life.
Creature — Zombie Bird Cleric
Flying At the beginning of each end step, put X +1/+1 counters on each creature you control, where X is the number of creatures that died under your control this turn.
Creature — Zombie Bird Cleric
Flying At the beginning of each end step, put X +1/+1 counters on each creature you control, where X is the number of creatures that died under your control this turn.
Snow Creature — Zombie Cleric
{T}, Sacrifice this creature: Target creature gets -X/-X until end of turn, where X is the number of snow lands you control. Activate only as a sorcery.
Creature — Wolf
Trample When this creature enters, you may pay {1}{G} any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many target lands you control become 3/3 Wolf creatures with haste that are still lands.
Sorcery
Choose two — • Target player gains 7 life. • Put target noncreature permanent on top of its owner's library. • Target player shuffles their graveyard into their library. • Search your library for a creature card, reveal it, put it into your hand, then shuffle.
Creature — Human Druid
When this creature dies, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Enchantment
At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1 counter on a creature you control.
Sorcery
Target creature you control gets +X/+X until end of turn. Then it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Enchantment
At the beginning of each player's upkeep, this enchantment deals damage to that player equal to the number of nonbasic lands they control.
Creature — Elf Soldier
This creature gets +2/+2 for each face-down creature on the battlefield. Morph {3}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
Enchantment
When this enchantment enters, return target nonland permanent card with mana value 3 or less from your graveyard to the battlefield. At the beginning of your end step, if a card left your graveyard this turn, draw a card.
Legendary Creature — Merfolk Wizard
Prime Speaker Zegana enters with X +1/+1 counters on it, where X is the greatest power among other creatures you control. When Prime Speaker Zegana enters, draw cards equal to its power.
Creature — Avatar
This spell costs {1} less to cast for each creature your opponents control. When this creature enters, put a +1/+1 counter on each other creature you control.
Creature — Insect Horror
When this creature dies, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Creature — Hydra
This creature enters with X +1/+1 counters on it. At the beginning of your upkeep, double the number of +1/+1 counters on this creature. This creature has trample as long as it has ten or more +1/+1 counters on it.
Enchantment
At the beginning of your end step, you may manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.)
Legendary Creature — Human Noble
Whenever you draw your second card each turn, create a 1/1 white Human Soldier creature token.
Legendary Creature — Human Noble
Whenever you draw your second card each turn, create a 1/1 white Human Soldier creature token.
Enchantment
Whenever you roll a die, you may reveal the top card of your library. Do this only once each turn. Whenever you reveal a card with mana value less than the result this way, you may exile it. If you do, you may play it this turn.
Instant
Search your library for a basic land card or Town card, put it onto the battlefield tapped, then shuffle. When you search your library this way, put a +1/+1 counter on target creature you control.
Creature — Elemental
Trample Vivid — When this creature enters, up to X target creatures you control get +X/+X until end of turn, where X is the number of colors among permanents you control.
Land
This land enters tapped. {T}: Add {U} or {R}. {4}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Instant
Choose one — • Surveil 2, then draw a card. • Prismari Charm deals 1 damage to each of one or two targets. • Return target nonland permanent to its owner's hand.
Legendary Creature — Elder Dragon
Flying Ward—Pay 5 life. Instant and sorcery spells you cast have storm. (Whenever you cast an instant or sorcery spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Sorcery
Converge — Exile target nonland permanent if its mana value is less than or equal to the number of colors of mana spent to cast this spell.
Artifact
This artifact enters tapped. Domain — {T}: Add X mana in any combination of colors, where X is the number of basic land types among lands you control.
Artifact
{T}: Add {C}. {1}, {T}: Add one mana of any color.
Enchantment
Lands you control are every basic land type in addition to their other types.
Instant
Prevent all damage that sources of the color of your choice would deal this turn. Flashback—Tap an untapped white creature you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Enchantment
Vivid — When this enchantment enters, search your library for up to X basic land cards, where X is the number of colors among permanents you control. Reveal those cards, put them into your hand, then shuffle. You may play an additional land on each of your turns.
Sorcery
Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence. Flashback {5}{R}{R}
Enchantment — Aura
Enchant creature When this Aura enters, scry 2. Enchanted creature can't attack or block, and its activated abilities can't be activated.
Creature — Homunculus Detective
Other Detectives you control get +1/+1. Whenever you draw your second card each turn, target Detective can't be blocked this turn.
Sorcery
Tap target creature. Put twice X stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Creature — Human Wizard Sorcerer
{T}: This creature deals 1 damage to any target.
Artifact — Vehicle
Whenever one or more Vehicles you control attack, create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater." 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.)
Artifact
Whenever a creature card is put into an opponent's graveyard from anywhere, you gain 1 life.
Sorcery
Two target players exchange life totals. You create an X/X colorless Horror artifact creature token, where X is the difference between those players' life totals.