Inventory last scanned: 5/2/2026, 6:22:35 PM
Creature — Giant Warrior
When this creature enters, it fights target creature an opponent controls chosen at random.
Artifact
{3}, {T}, Sacrifice this artifact: It deals 3 damage to target creature.
Instant
Bolster 1, then put a +1/+1 counter on each creature you control with a +1/+1 counter on it. (To bolster 1, choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Creature — Dragon Druid
{T}: Add {G}. When you spend this mana to cast a Dragon creature spell, you gain 2 life.
Instant
Affinity for Lizards (This spell costs {1} less to cast for each Lizard you control.) Target creature gets +2/+0 and gains lifelink and indestructible until end of turn.
Creature — Human Warlock
Whenever this creature attacks, create a 3/1 red Dinosaur creature token if you control a creature with power 4 or greater.
Creature — Elemental
When this creature enters, create two 1/1 red Elemental creature tokens. Elementals you control gain haste until end of turn. (They can attack and {T} this turn.)
Artifact Creature — Gnome
When this creature enters, search your library for a basic land card or Cave card, put it onto the battlefield tapped, then shuffle.
Creature — Vampire Employee
When Scampire enters, you get {TK}, then you may put a sticker on a creature card in your graveyard. {3}{B}: Return target creature card with a sticker on it from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step. Activate only as a sorcery.
Artifact Creature — Scarecrow
Reach {1}: Add one mana of any color. Activate only once each turn.
Artifact Creature — Scarecrow
Whenever this creature becomes tapped, choose one — • You may put a land card from your hand onto the battlefield tapped. • Return target land card from your graveyard to the battlefield tapped.
Legendary Creature — Spider Human Hero
Menace (This creature can't be blocked except by two or more creatures.) When Scarlet Spider enters, you may discard a card. If you do, put a +1/+1 counter on him. Mayhem {B/R} (You may cast this card from your graveyard for {B/R} if you discarded it this turn. Timing rules still apply.)
Instant
You may exile a white card from your hand rather than pay this spell's mana cost. Prevent the next 7 damage that would be dealt to any target this turn. If it's a creature, put a +0/+1 counter on it for each 1 damage prevented this way at the beginning of the next end step.
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.) Create three 1/1 green Saproling creature tokens.
Land — Forest Plains
({T}: Add {G} or {W}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
Instant
Look at the top four cards of your library. Put two of those cards into your hand and the rest into your graveyard.
Creature — Elf Archer
{T}: This creature deals 1 damage to each creature with flying.
Creature — Drake
Flying Whenever another creature dies, you may put a +1/+1 counter on this creature.
Land — Desert
{T}: Add {C}. {2}, {T}, Sacrifice a Desert: Exile all graveyards.
Artifact Land — Clue
This land enters tapped. {T}: Add {C}. {T}, Tap an untapped creature you control: Add one mana of any color. {2}, Sacrifice this land: Draw a card.
Artifact
{T}: This artifact deals 1 damage to target player or planeswalker. It deals 3 damage instead if you control artifacts named Crown of Empires and Throne of Empires.
Creature — Human Citizen
As this creature enters, you may choose a nonland permanent. Activated abilities of the chosen permanent can't be activated. This creature has all activated abilities of the chosen permanent except for loyalty abilities. You may spend mana as though it were mana of any color to activate those abilities.
Creature — Human Cleric
{2}{B}: Each opponent loses 1 life. You gain life equal to the life lost this way.
Creature — Elemental
{U}: This creature gets +1/-1 until end of turn.
Creature — Vampire Noble
Whenever this creature or another nontoken Vampire you control dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") {R}, Sacrifice two artifacts: Exile the top card of your library. You may play that card this turn.
Creature — Dragon Spirit
Flying
Creature — Elemental
When this creature enters, if you cast it from your hand, create a 1/1 white Bird creature token with flying, then populate. (Create a token that's a copy of a creature token you control.)
Sorcery
Destroy target land. Scorch the Fields deals 1 damage to each Human creature.
Creature — Spirit
{R}, Sacrifice a creature: This creature deals 1 damage to target player or planeswalker.
Sorcery
Scorching Missile deals 4 damage to target player or planeswalker. Flashback {9}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Scorching Shot deals 5 damage to target creature.
Artifact Creature — Robot Scorpion
As long as you control seven or more lands, this creature gets +3/+0.
Instant
Target creature gets -3/-3 until end of turn.
Legendary Creature — Scorpion Human Villain
Deathtouch At the beginning of your end step, if a creature died this turn, target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Instant
Delirium — This spell costs {2} less to cast if there are four or more card types among cards in your graveyard. Draw three cards.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {W} or {B}.
Creature — Kraken
When this creature enters, return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Creature — Elemental
This creature gets +1/+1 for each creature your opponents control.
Creature — Raccoon Warrior
Whenever this creature attacks, up to one target attacking creature gets +2/+0 and gains trample until end of turn. Return that creature to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
Artifact Creature — Dog
When this creature enters, you may discard a card. If you do, draw a card. Unearth {1}{R} ({1}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature — Spirit
Flying Whenever this creature attacks, mill a card. (Put the top card of your library into your graveyard.)
Creature — Bird Horror
Flying Whenever you attack with one or more creatures, target player mills that many cards. (To mill a card, a player puts the top card of their library into their graveyard.) {2}{U}: Put this card from your graveyard into your library second from the top.
Creature — Zombie
When this creature enters, mill two cards.
Creature — Rat
{T}: Exile the top card of target player's library. If it's a land card, you gain 1 life. Landfall — Whenever a land you control enters, you may untap this creature.
Creature — Merfolk Rogue
Whenever this creature deals combat damage to a player, draw a card.
Artifact
{T}: Manifest a card from your hand. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Enchantment
When this enchantment 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.) Phyrexians you control get +1/+1.
Sorcery
Choose a creature you control, then each opponent chooses a creature they control with equal or lesser power. If you chose a creature this way, exile each creature not chosen by any player this way.
Creature — Human Knight Rogue
Menace Whenever this creature enters or attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Enchantment
When this enchantment enters, create two 1/1 red Gremlin creature tokens. Then you get an amount of {E} (energy counters) equal to the number of creatures you control. Pay {E}{E}{E}{E}: Creatures you control get +1/+0 and gain haste until end of turn.
Creature — Insect
At the beginning of your upkeep, if you control five or more lands, put four +1/+1 counters on this creature.
Creature — Cat
Landfall — Whenever a land you control enters, this creature gets +1/+1 until end of turn.
Creature — Cat
Shroud (This creature can't be the target of spells or abilities.) When this creature enters, sacrifice it unless you sacrifice a land.
Creature — Merfolk Wizard Ally
{T}: Draw a card for each Ally you control.
Creature — Human Wizard
When this creature enters, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
Sorcery
Return up to three target creatures your opponents control to their owners' hands. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Human Mercenary
{3}, {T}: Search your library for a Merfolk permanent card, put it onto the battlefield, then shuffle.