Inventory last scanned: 4/30/2026, 6:23:54 PM
Creature — Human Wizard
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 2/2 black Zombie creature token. When a creature is put into an opponent's graveyard from the battlefield, exile this creature.
Legendary Creature — Elemental Bird
Flying, trample Ward—Discard a card. Creatures your opponents control have base toughness 1.
Legendary Creature — Devil
At the beginning of your end step, create a Treasure token for each creature that died this turn. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Dinosaur
Flying Whenever this creature attacks, another target Dinosaur you control gains flying until end of turn.
Instant
Creatures your opponents control get -1/-1 until end of turn.
Instant
Target creature gets +1/+0 until end of turn. When that creature dies this turn, create a 3/2 red and white Spirit creature token.
Sorcery
Look at the top three cards of your library. You may exile a nonland card from among them. If you do, it becomes plotted. Put the rest into your hand. (You may cast it as a sorcery on a later turn without paying its mana cost.)
Instant
Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Enchantment
Flash When this enchantment enters, you may put a name sticker on it. Whenever you put a sticker on this enchantment, tap up to X target creatures, where X is the number of u's in name stickers on this enchantment.
Enchantment
When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield. You gain 2 life.
Enchantment
{1}, Sacrifice an artifact or creature: This enchantment deals 1 damage to any target.
Creature — Griffin
Flying
Creature — Ox
Landfall — Whenever a land you control enters, tap target creature an opponent controls.
Creature — Kor Soldier Ally
Defender Whenever this creature or another Ally you control enters, you may put a +1/+1 counter on this creature.
Creature — Vampire Shaman
Flying, protection from white When this creature enters, each opponent loses life equal to the number of Vampires you control. You gain life equal to the life lost this way.
Creature — Vampire Warrior
Whenever a creature an opponent controls dies, put a +1/+1 counter on this creature.
Creature — Bat
Flying, deathtouch Whenever you gain life, this creature gets +1/+1 until end of turn.
Creature — Vampire Shaman Ally
Cohort — {T}, Tap an untapped Ally you control: You draw a card and you lose 1 life.
Creature — Cat Warrior
Whenever this creature attacks, target attacking creature gains trample until end of turn.
Artifact — Equipment
Flash When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+2. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Plant Horror
Bad Breath — When this creature enters, each opponent discards a card, loses 2 life, and exiles the top three cards of their library. Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
Legendary Creature — Phyrexian Elephant Wizard
When Malcator enters, create a 3/3 colorless Phyrexian Golem artifact creature token. At the beginning of your end step, if three or more artifacts entered the battlefield under your control this turn, create a 3/3 colorless Phyrexian Golem artifact creature token.
Legendary Creature — Siren Pirate
Flash Flying Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Creature — Human Noble
{2}, Sacrifice an artifact or another creature: Put a +1/+1 counter on this creature.
Sorcery
Reveal the top four cards of your library. You may put a permanent card from among them into your hand. Put the rest into your graveyard. Create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add {C}."
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gets +2/+0 and gains haste until end of turn. Madness {3}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Sorcery
All creatures get -2/-2 until end of turn. If a creature an opponent controls would die this turn, exile it instead.
Enchantment — Aura
Enchant creature Enchanted creature has "{T}: Target creature can't block this turn."
Sorcery
Create a 5/5 green Elephant creature token. Harmonize {5}{G}{U}{R} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by {X}, where X is its power. Then exile this spell.)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has vigilance. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Creature — Jellyfish
When this creature enters, return target creature to its owner's hand.
Enchantment
Whenever you cast a multicolored spell, this enchantment deals X damage to any target, where X is the number of colors that spell is.
Instant
Counter target spell. At the beginning of your next main phase, add an amount of {C} equal to that spell's mana value.
Instant
Counter target spell unless its controller pays {3}.
Creature — Dragon
Flying, trample Join forces — Whenever this creature attacks or blocks, each player starting with you may pay any amount of mana. This creature gets +X/+0 until end of turn, where X is the total amount of mana paid this way.
Artifact Creature — Phyrexian Cleric
Lifelink Whenever another artifact you control enters, this creature gets +1/+1 until end of turn.
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1 and has flying. Equip {3}{W}
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and can't block.
Creature — Human Warrior
When this creature enters, destroy target artifact.
Sorcery
Manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Artifact
{1}, {T}: Untap another target artifact. {3}, {T}: Target creature can't be blocked this turn.
Artifact — Equipment
Equipped creature gets +1/+2. Whenever you draw your second card each turn, attach this Equipment to target creature you control. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Faerie
Flying {T}: Add {G} or {U}.
Creature — Elf Knight
Sacrifice a Food: Target creature blocks this creature this turn if able.
Legendary Creature — Elf Wizard
Players can't draw cards. At the beginning of each player's draw step, that player loses 3 life, searches their library for a card, puts it into their hand, then shuffles.
Creature — Human Rogue
This creature can't block and can't be blocked. You may cast this card from your graveyard as long as you control a black or green permanent.
Creature — Skeleton
{B}: Regenerate this creature. Megamorph {3}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
Artifact — Equipment
Equipped creature gets +2/+0. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Dinosaur
Ward {3} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Creature — Human Pirate
Raid — At the beginning of your end step, if you attacked this turn, you may draw a card. If you do, discard a card.
Artifact
{T}: You gain 1 life.
Enchantment
When this enchantment enters and whenever an Army you control attacks, amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Instant
As an additional cost to cast this spell, you may exile any number of green cards from your hand. This spell costs {2} less to cast for each card exiled this way. Choose target creature with mana value less than X. Search your library for a creature card with the same name as that creature, put it onto the battlefield tapped, then shuffle.
Instant
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs {2} less to cast for each card exiled this way. Exile target artifact, creature, or enchantment with mana value X or less.
Instant
As an additional cost to cast this spell, you may exile any number of red cards from your hand. This spell costs {2} less to cast for each card exiled this way. Exile the top X cards of your library. You may play up to two of those cards until the end of your next turn.
Instant
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs {2} less to cast for each card exiled this way. Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)