Inventory last scanned: 4/27/2026, 1:39:17 AM
Creature — Elemental
Flying {3}{U}: Untap this creature.
Land — Swamp Mountain
({T}: Add {B} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land
This land enters tapped unless you control two or fewer other lands. {T}: Add {B} or {G}.
Creature — Snake
{T}: This creature gets +3/+3 until end of turn.
Creature — Phoenix
Flying When this creature dies, exile it if it had a death counter on it. Otherwise, return it to the battlefield under your control and put a death counter on it.
Land
This land enters tapped. When this land enters, exile target player's graveyard. {T}: Add {B}.
Instant
This spell costs {3} less to cast if you control a creature with power 4 or greater. Change the target of target spell or ability with a single target.
Creature — Demon
Mobilize 2 (Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.) Attacking tokens you control have deathtouch.
Land
This land enters tapped unless you control two or fewer other lands. {T}: Add {G} or {U}.
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.
Instant
Draw four cards, then put two cards from your hand on top of your library in any order.
Creature — Eldrazi
When you cast this spell, you gain 1 life for each colorless permanent you control. Hexproof from each color Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
Creature — Vampire Demon
Flying When this creature enters, if you cast it, each player sacrifices all other creatures they control. Then each player returns all creature cards from their graveyard that weren't put there this way to the battlefield.
Creature — Brushwagg
Whenever this creature blocks or becomes blocked, it gets -2/+2 until end of turn.
Sorcery
As an additional cost to cast this spell, you may blight 1. (You may put a -1/-1 counter on a creature you control.) Exile the top two cards of your library. If this spell's additional cost was paid, exile the top three cards instead. Until the end of your next turn, you may play those cards.
Instant
As an additional cost to cast this spell, sacrifice a creature. Add X mana in any combination of {B} and/or {R}, where X is the sacrificed creature's mana value.
Legendary Creature — Human Soldier
Whenever you attack, you may sacrifice another creature. When you do, choose two — • Create two 1/1 red and white Soldier creature tokens with haste that are tapped and attacking. • You draw a card and you lose 1 life. • Caesar deals damage equal to the number of creature tokens you control to target opponent.
Legendary Creature — Squirrel Warlock
Menace Other Squirrels you control have menace. Whenever you sacrifice one or more Foods, create a 1/1 green Squirrel creature token. {2}, Forage: Put a +1/+1 counter on each other Squirrel you control. (To forage, exile three cards from your graveyard or sacrifice a Food.)
Creature — Phyrexian Fungus
{1}, Sacrifice this creature: Choose one — • Destroy target artifact. • Destroy target enchantment. • Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature — Dragon
Trample {1}{G}: This creature gains flying and loses trample until end of turn.
Land — Forest Plains
({T}: Add {G} or {W}.) This land enters tapped unless you control two or more basic lands.
Creature — Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.) Other Soldier creatures you control get +1/+1 and have vigilance. When this creature enters, create three 1/1 white Soldier creature tokens.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn. {W}: Level 2 When this Class becomes level 2, create a token that's a copy of target token you control. {3}{W}: Level 3 Creature tokens you control get +2/+2.
Creature — Elemental Knight
Reach When this creature enters, reveal the top five cards of your library. Put a land card from among them onto the battlefield and the rest into your graveyard. When this creature dies, you may exile it. If you do, put another target card from your graveyard on top of your library.
Creature — Merfolk Scout
When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Land
{T}: Add {U}. This land deals 1 damage to you. Threshold — {U}, {T}, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if there are seven or more cards in your graveyard.
Creature — Human Warrior
Partner with Chakram Retriever (When this creature enters, target player may put Chakram Retriever into their hand from their library, then shuffle.) {R}, {T}: This creature deals 2 damage to target player or planeswalker.
Artifact — Equipment
Equipped creature gets +2/+2. As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.) Equip {1}
Artifact — Bobblehead
{T}: Add one mana of any color. {4}, {T}: Create X 1/1 white Soldier creature tokens, where X is the number of Bobbleheads you control. Activate only as a sorcery.
Creature — Ogre Rebel
Whenever this creature attacks, you may tap up to two target creatures.
Creature — Giant
{1}{W}: Return this card from your graveyard to the battlefield tapped. You skip your next turn.
Enchantment
{1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
Creature — Centaur
Shroud (This creature can't be the target of spells or abilities.) Echo {3}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
Land
This land enters tapped unless you control a Mountain or a Plains. {T}: Add {R} or {W}.
Creature — Human Spy
When this creature enters, choose beginning phase, first main phase, combat phase, postcombat main phase, or ending phase. Steal that phase from target player during their next turn. (That phase occurs as though it's your turn instead.)
Artifact Creature — Golem
{3}, Sacrifice this creature: Add {R}{R}{R}.
Enchantment
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
Instant
Escalate {G} (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target artifact. • Destroy target enchantment. • Target creature gains hexproof and indestructible until end of turn.
Enchantment Creature — Turtle
Flying, ward {2} Channel — {2}{G}, Discard this card: Return target card from your graveyard to your hand. Channel — {1}{U}, Discard this card: Return target creature to its owner's hand.
Artifact Creature — Golem
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) This creature doesn't untap during your untap step. {9}: Untap this creature. Activate only during your upkeep.
Sorcery
Choose two — • Open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) • Roll to visit your Attractions. • You get {TK}{TK}. • You may put a sticker on a nonland permanent you own.
Land
This land enters tapped unless you control two or fewer other lands. {T}: Add {W} or {B}.
Artifact
{1}, {T}, Sacrifice this artifact: Draw two cards, then put a card from your hand on top of your library.
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Token Creature — Otter Wizard
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent. (This token's mana cost is {1}{R}.)
Creature — Human Soldier
Whenever you cast your second spell each turn, choose one — • Create two 1/1 white Human Soldier creature tokens. • Put a +1/+1 counter on each creature you control.