Inventory last scanned: 4/29/2026, 6:23:43 PM
Legendary Creature — Vampire Knight
Lifelink Whenever another creature dies, put a +1/+1 counter on Elenda. When Elenda dies, create X 1/1 white Vampire creature tokens with lifelink, where X is Elenda's power.
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3. When enchanted creature dies, create a 3/3 green Elephant creature token.
Creature — Human Cleric
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature dies, create a 1/1 white Spirit creature token with flying.
Creature — Human Soldier
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 this creature is paired with another creature, both creatures have hexproof. (They can't be the targets of spells or abilities your opponents control.)
Creature — Human Wizard
When this creature enters, you may exile an instant card from your hand. {X}, {T}: Copy the exiled card. You may cast the copy without paying its mana cost. X is the mana value of the exiled card.
Creature — Human Wizard
Flying When this creature enters, you gain 3 life and draw a card.
Creature — Human Soldier
Heroic — Whenever you cast a spell that targets this creature, you may tap target creature.
Creature — Human Soldier
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile target permanent an opponent controls with mana value 3 or greater. II — Noncreature spells your opponents cast cost {2} more to cast until your next turn. III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target creature an opponent controls with power 2 or less. II — Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card. III — Exile target opponent's graveyard.
Creature — Fish Mutant
This creature can't be blocked. Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Creature — Elf Druid
{T}: Add {B}. This creature deals 1 damage to you.
Creature — Elf
{G}: Target creature gains trample until end of turn.
Creature — Elf
{G}, {T}, Sacrifice this creature: Destroy target enchantment.
Creature — Elf Druid
{T}: Add {G}.
Creature — Elf Druid
When this creature enters, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
Creature — Elf Warrior
{4}{G}, Sacrifice a creature: Destroy target creature with flying.
Creature — Phyrexian Elf
When this creature enters, incubate 2. (Create an Incubator token with two +1/+1 counters on it and "{2}: Transform this token." It transforms into a 0/0 Phyrexian artifact creature.) {5}: Transform target Incubator token you control. Double the number of +1/+1 counters on it.
Creature — Elf Shaman
When this creature enters, draw a card.
Creature — Elf Warrior
Creature — Angel
Flying When this creature enters, return a permanent you control to its owner's hand.
Creature — Goblin
{1}, Sacrifice this creature: It deals 2 damage to any target.
Creature — Human Knight
{1}, Sacrifice this creature: Create a Young Hero Role token attached to another target creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature has "Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it.")
Creature — Human Artificer
Whenever you cast an artifact spell, you may pay {1}. If you do, this creature deals 1 damage to any target.
Creature — Djinn Pirate
When this creature enters, you become the monarch. Whenever an opponent attacks you while you're the monarch, this creature deals damage to that player equal to the number of cards in their hand.
Creature — Elemental
Trample Land creatures you control have trample. Landfall — Whenever a land you control enters, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.
Creature — Elemental
Vigilance Land creatures you control have vigilance. Landfall — Whenever a land you control enters, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.
Artifact
Green spells you cast cost {1} less to cast.
Instant
Target creature you control gains protection from the color of your choice until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Enchantment
At the beginning of your end step, if you haven't cast a spell from your hand this turn and this enchantment isn't a creature, it becomes a 3/3 Spirit creature with flying in addition to its other types. {2}{U}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Wurm
Backup 3 (When this creature enters, put three +1/+1 counters on target creature. If that's another creature, it gains the following ability until end of turn.) Whenever this creature attacks, look at the top X cards of your library, where X is its power. You may put a permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Creature — Djinn Monk
When this creature enters, you get {E}{E}{E} (three energy counters). Pay {E}{E}: Put an exalted counter on target creature you control. Activate only as a sorcery. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
Creature — Human Cleric
First strike 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.)
Creature — Spirit
Flying When this creature enters, if a creature died this turn, create a 1/1 white Spirit creature token with flying.
Creature — Skeleton Noble
At the beginning of combat on your turn, exile up to one target card from a graveyard. {1}{B}: Adapt 2. Whenever one or more +1/+1 counters are put on this creature, put a creature card exiled with this creature onto the battlefield under your control with a finality counter on it. It gains haste. Sacrifice it at the beginning of the next end step.
Creature — Vedalken Scout
Flying, trample Whenever this creature deals combat damage to a player, you get that many {E} (energy counters).
Creature — Bird Spirit
Flying Other creatures you control with flying get +1/+1.
Creature — Eldrazi Drone
When this creature enters, create three 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this token: Add {C}."
Enchantment
Whenever you cast an Eldrazi creature spell with mana value 7 or greater, draw two cards.
Creature — Eldrazi Faerie Rogue
Devoid (This card has no color.) Flying Whenever you draw your second card each turn, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add {C}."
Legendary Creature — Eldrazi
This spell can't be countered. When you cast this spell, take an extra turn after this one. Flying, protection from spells that are one or more colors, annihilator 6 When Emrakul is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Legendary Creature — Eldrazi
This spell costs {1} less to cast for each card type among cards in your graveyard. When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn. Flying, trample, protection from instants
Artifact Creature — Golem
When this creature dies, you gain 4 life.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant red or green creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
Artifact — Vehicle
When this Vehicle enters, create two 1/1 white Mouse creature tokens. 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.)
Instant
Prevent all combat damage that would be dealt this turn by creatures target opponent controls. Awaken 2—{4}{W} (If you cast this spell for {4}{W}, also put two +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Creature — Merfolk Wizard
Level up {1}{U} ({1}{U}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 0/1 {T}: Draw a card, then discard a card. LEVEL 3+ 0/1 {T}: Draw a card.
Creature — Merfolk Soldier
Multikicker {1}{U} (You may pay an additional {1}{U} any number of times as you cast this spell.) Islandwalk (This creature can't be blocked as long as defending player controls an Island.) This creature enters with a +1/+1 counter on it for each time it was kicked.
Creature — Eldrazi
Untap this creature during each other player's untap step. {T}: This creature deals 1 damage to any target. {C}, {T}: Target creature can't attack or block this turn. {C}{C}, {T}: Draw a card.
Instant
The owner of target spell, nonland permanent, or card in a graveyard puts it on their choice of the top or bottom of their library.
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Put target creature card from a graveyard onto the battlefield under your control.