Inventory last scanned: 4/27/2026, 6:24:49 PM
Sorcery
Return target creature card from your graveyard to the battlefield. It gains haste until your next turn.
Enchantment
When this enchantment enters, draw a card. {G}: Creatures your opponents control lose hexproof and indestructible until end of turn.
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Destroy target creature.
Instant
Counter target creature spell. Draw a card.
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.
Creature — Human Cleric
{3}{B}, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Creature — Zombie Cleric
{1}{B}: Regenerate target Zombie. Morph {2}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
Creature — Phyrexian Imp
Flying Corrupted — As long as an opponent has three or more poison counters, this creature has deathtouch and lifelink.
Creature — Zombie Mercenary
Menace {1}{B}, Sacrifice another creature: Put a +1/+1 counter on this creature. If an outlaw was sacrificed this way, create a Treasure token. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Legendary Creature — Giant Scout
Reach When Bonny Pall enters, create Beau, a legendary blue Ox creature token with "Beau's power and toughness are each equal to the number of lands you control." Whenever you attack, draw a card, then you may put a land card from your hand or graveyard onto the battlefield.
Creature — Beast
Trample Whenever this creature deals combat damage to a player, you may discard all the cards in your hand. If you do, draw that many cards.
Creature — Wurm
Trample When this creature enters, you gain 3 life and draw a card. {2}{G}: Put this card from your graveyard into your library third from the top.
Instant
Put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) Scry 1.
Creature — Minotaur Warrior
Snow Creature — Elf Warrior
Whenever you cast a creature spell, if {S} of any of that spell's colors was spent to cast it, that creature enters with an additional +1/+1 counter on it. ({S} is mana from a snow source.)
Snow Land
This land enters tapped. {T}: Add {W} or {U}.
Enchantment — Aura
Enchant artifact or creature As long as enchanted permanent is a creature, it gets +1/+1 for each creature and/or Vehicle you control. Channel — {2}{W}, Discard this card: Create two 1/1 colorless Pilot creature tokens with "This token crews Vehicles as though its power were 2 greater."
Instant
You may cast spells this turn as though they had flash. Draw a card.
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {R}{W}.
Creature — Human Wizard
{1}{R}: Target creature gains haste until end of turn. {1}{W}: Target creature gains first strike until end of turn.
Artifact
{T}: Add {R} or {W}. {R}{W}: This artifact becomes a 1/1 red and white Soldier artifact creature with double strike until end of turn. (It deals both first-strike and regular combat damage.)
Creature — Human Soldier
Double strike
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Sorcery
Draw a card for each tapped creature target opponent controls.
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.
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.)
Instant
Boulderfall deals 5 damage divided as you choose among any number of targets.
Instant
This spell costs {2} less to cast if it targets a black permanent. Bouncer's Beatdown deals X damage to target creature or planeswalker, where X is the greatest power among creatures you control. If that creature or planeswalker would die this turn, exile it instead.
Enchantment — Aura
Enchant creature Enchanted creature can't attack, block, or transform. Sacrifice another permanent: Attach this Aura to target creature. Activate only as a sorcery and only once each turn.
Creature — Wolf
Flash Reach
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.)
Instant
Destroy target artifact or creature. Its controller creates a 2/2 white Ox creature token.
Instant
Return target creature to its owner's hand. If it was tapped, create a Map token. (It's an artifact with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Creature — Fungus Beast
This creature enters tapped. {1}{B}: Return this card from your graveyard to your hand. Activate only if you gained life this turn.
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.
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 Wizard
At the beginning of each player's upkeep, that player may put an artifact, creature, or land card from their hand onto the battlefield.
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.)
Creature — Elemental
Whenever an Aura becomes attached to this creature, create two 1/1 green Saproling creature tokens.
Creature — Wurm
Reach, trample When this creature enters, you gain 5 life. {2}{G}, Exile this card from your graveyard: You gain 5 life.
Sorcery
Destroy target noncreature permanent.
Creature — Elemental
Trample Tap an untapped creature you control: This creature gets +1/+1 until end of turn.
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 — 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.
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.")
Artifact Creature — Golem
As this creature enters, choose a creature type. When this creature enters, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order. Creatures of the chosen type get +1/+1.
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.)