Inventory last scanned: 4/29/2026, 6:23:43 PM
Legendary Creature — Human Warrior
Flash When Garna enters, return to your hand all creature cards in your graveyard that were put there from anywhere this turn. Other creatures you control have haste.
Creature — Lizard Soldier
This creature has double strike as long as you control a Gate.
Creature — Beast
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Creature — Beast
Whenever another creature you control with power 3 or greater enters, you may draw a card.
Enchantment
When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.
Artifact Creature — Construct
Affinity for Gates (This spell costs {1} less to cast for each Gate you control.) This creature can't be blocked by creatures with power 2 or less. Whenever a Gate you control enters, you may put this card from your graveyard on top of your library.
Creature — Plant
Defender When this creature enters, you may search your library for a basic land card or a Gate card, reveal it, put it into your hand, then shuffle.
Creature — Vampire Warrior
Kicker {B} (You may pay an additional {B} as you cast this spell.) When this creature enters, if it was kicked, target player sacrifices a creature of their choice.
Sorcery
Gates Ablaze deals X damage to each creature, where X is the number of Gates you control.
Land
This land enters tapped. {T}: Add {W}. {2}{W}{U}{U}, {T}, Sacrifice this land: You gain 2 life and draw two cards.
Instant
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.) Target creature gets +2/+2 until end of turn.
Sorcery
Reveal the top five cards of your library. You may put a creature card from among them into your hand. Put the rest into your graveyard. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, put up to two creature cards from among the revealed cards into your hand instead of one.
Sorcery
Create two 1/1 white Human creature tokens. Fateful hour — If you have 5 or less life, create five of those tokens instead.
Creature — Human Citizen
When this creature enters, you may search your library for any number of cards named Gathering Throng, reveal them, put them into your hand, then shuffle.
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power. Enchanted creature has "{2}{W}: Untap this creature."
Creature — Human Soldier
Ward {1} If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, look at the top four cards of your library. You may reveal a creature card with mana value 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Creature — Human Soldier
When this creature enters, put a +1/+1 counter on each of up to two target creatures.
Creature — Ape
Reach When this creature enters, choose one — • Destroy up to one target artifact. • Sacrifice an artifact. If you do, put two +1/+1 counters on this creature.
Creature — Dwarf Pilot
First strike Whenever this creature crews a Vehicle, that Vehicle gains first strike until end of turn.
Artifact Creature — Construct
This creature gets +2/+0 as long as you control a blue creature.
Creature — Human Artificer
This creature gets +1/+0 as long as you control an artifact.
Legendary Land
{T}: Add {C}. {2}, {T}: Each player draws a card, then discards a card.
Instant
Counter target creature spell. Create a 1/1 blue Spirit creature token with flying.
Creature — Human Warrior
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 reach.
Legendary Creature — Spirit Cleric
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
Creature — Spirit
Defender At the beginning of your upkeep, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Spirit
Flying
Instant
Geistblast deals 2 damage to any target. {2}{U}, Exile this card from your graveyard: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
Instant
This spell costs {1} less to cast if you control a Spirit. It also costs {1} less to cast if you control an enchantment. Counter target spell unless its controller pays {3}.
Sorcery
Create X X/X green Ooze creature tokens.
Legendary Creature — Human Soldier
{T}: Choose two target blocked attacking creatures. If each of those creatures could be blocked by all creatures that the other is blocked by, each creature that's blocking exactly one of those attacking creatures stops blocking it and is blocking the other attacking creature. Activate only during the declare blockers step.
Creature — Human Soldier
Legendary Humans you control have indestructible. {2}{W}{B}: Exile target card from a graveyard. If it was a creature card, create a 1/1 white Human Soldier creature token.
Instant
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Creature — Plant Hydra
When you cast this spell, reveal the top X cards of your library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield. Then shuffle the rest into your library. This creature enters with X +1/+1 counters on it.
Enchantment — Aura
Enchant Forest {2}: Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land. When enchanted Forest is put into a graveyard, you may return this card from your graveyard to your hand.
Enchantment — Aura
Enchant Island {2}: Enchanted Island becomes a 3/2 blue Spirit creature with flying until end of turn. It's still a land. When enchanted Island is put into a graveyard, you may return this card from your graveyard to your hand.
Enchantment — Aura
Enchant Mountain {2}: Enchanted Mountain becomes a 6/1 red Spirit creature until end of turn. It's still a land. When enchanted Mountain is put into a graveyard, you may return this card from your graveyard to your hand.
Legendary Creature — Moonfolk Wizard
Whenever another nontoken permanent you control leaves the battlefield, choose one that hasn't been chosen this turn. Create a creature token with those characteristics. • 2/2 white Fox with vigilance. • 1/2 blue Moonfolk with flying. • 1/1 black Rat with lifelink. {3}{W}{U}: Put a +1/+1 counter on each creature you control.
Land — Swamp Mountain
({T}: Add {B} or {R}.) This land enters tapped.
Creature — Zombie Horror
When this creature enters, target player mills five cards. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Legendary Creature — Human Wizard
Zombies you control have flying. {U}, {T}, Sacrifice another nontoken creature: Create an X/X blue Zombie creature token, where X is the sacrificed creature's toughness.
Legendary Creature — Human Warlock
Whenever you cast a spell during your turn other than your first spell that turn, create a 2/2 blue and black Zombie Rogue creature token. Whenever a Zombie you control enters, put a +1/+1 counter on it for each other Zombie that entered the battlefield under your control this turn.
Enchantment
Flash When this enchantment enters, exile target nonland permanent until it (this card) leaves the battlefield, then touch it (this card) to your head. When it (this card) stops touching it (your head), sacrifice it (the card, not your head).
Instant
Until end of turn, target creature gets +1/+1 for each creature you control and gains reach.
Artifact — Vehicle
Haste Whenever this Vehicle attacks or blocks, return up to one target creature that crewed it this turn to its owner's hand. Crew 1
Legendary Creature — Phyrexian Zombie
Other creatures you control get -1/-1. {1}{B}{B}, {T}: Return target creature card from your graveyard to the battlefield. It gains "If this creature would leave the battlefield, exile it instead of putting it anywhere else." Activate only as a sorcery.
Creature — Drake
Flying During turns other than yours, spells you cast cost {1} less to cast.
Creature — Elemental Beast
Landfall — Whenever a land you control enters, this creature gains flying until end of turn.
Creature — Elemental
Menace (This creature can't be blocked except by two or more creatures.) Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
Legendary Creature — Elder Dinosaur
This spell costs {X} less to cast, where X is the total power of creatures you control. Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Instant
Destroy target nonblack creature if its toughness is less than or equal to the number of cards in your graveyard.
Enchantment
Tap two untapped artifacts you control: This enchantment deals 1 damage to any target.
Creature — Elf Scout
{2}{G}: Target creature you control can't be blocked by creatures with power 2 or less this turn.