Inventory last scanned: 5/4/2026, 7:01:51 PM
Artifact — Equipment
Equipped creature gets +0/+3 and has "{2}, {T}: Target player mills three cards." Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Orc Berserker
Dash {1}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Enchantment
{1}{B}, Exile a card from your graveyard: This enchantment deals 1 damage to each creature and each player.
Creature — Human Cleric
{1}, {T}, Sacrifice this creature: Return target instant or sorcery card from your graveyard to your hand.
Artifact
{1}, Sacrifice this artifact: Draw a card. If you control an Angel, you gain 5 life.
Artifact
Whenever you cast a noncreature spell, put a lore counter on this artifact. {3}, {T}: Target creature you control gets +1/+1 until end of turn for each lore counter on this artifact.
Instant
Exile up to one target artifact, creature, or enchantment you control, then return it to the battlefield under its owner's control. Draw a card.
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature. Return target creature or Spacecraft card with mana value 5 or less from your graveyard to the battlefield. Then create a Lander token. (It's an artifact with "{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Creature — Cat Monkey
This creature enters with two +1/+1 counters on it. At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto another target creature.
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.
Snow Creature — Elf Rogue
{T}: Untap target snow land.
Creature — Squirrel
Reach This creature gets +2/+2 as long as you control eight or more lands.
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 — Crab Turtle Crocodile
Defender {6}{G/U}{G/U}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.) As long as this creature has a +1/+1 counter on it, it can attack as though it didn't have defender.
Enchantment
{1}, Discard a card: Create a 0/3 blue Crab creature token. Delirium — Crabs you control get +1/+1 as long as there are four or more card types among cards in your graveyard.
Artifact Creature — Construct
At the beginning of combat on your turn, if you control two or more multicolored permanents, this creature gains double strike until end of turn.
Creature — Crab Elf
Flash Vigilance When this creature enters, put a +1/+1 counter on another target creature you control. Until end of turn, that creature becomes a blue Crab in addition to its other types and gains hexproof. (It can't be the target of spells or abilities your opponents control.)
Creature — Cat
Landfall — Whenever a land you control enters, this creature gets +1/+1 until end of turn.
Artifact Creature — Golem Warrior
This spell costs {1} less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
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.
Creature — Human Wizard
Kicker {4}{U} When this creature enters, copy the next instant or sorcery spell with mana value 2 or less you cast this turn when you cast it. If this creature was kicked, copy that spell twice instead. You may choose new targets for the copies.
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 — Merfolk Wizard
{T}: Add {C}. {1}, {T}: Add {U}.
Creature — Elemental Spirit
{U}: This creature gets +1/+0 until end of turn.
Creature — Octopus
Mutate {1}{U} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flash Whenever this creature deals combat damage to a player, draw a card.
Land
This land enters tapped. {T}: Add {U}. {T}, Sacrifice this land: Add one mana of any color.
Creature — Merfolk Rogue
{4}{U}: This creature gets +1/+0 until end of turn and can't be blocked this turn. This ability costs {1} less to activate for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Enchantment
Flash When this enchantment enters, exile target tapped creature an opponent controls until this enchantment leaves the battlefield.
Enchantment
Ward {3} (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Enchantment
Sacrifice this enchantment: Destroy target artifact or enchantment.
Enchantment
Sacrifice this enchantment: Destroy target nonblack creature. It can't be regenerated.
Enchantment
Sacrifice this enchantment: Destroy target artifact or enchantment.
Enchantment
Sacrifice this enchantment: Return target creature to its owner's hand.
Enchantment
Sacrifice this enchantment: Target creature gets +3/+3 until end of turn.
Creature — Octopus
This creature can't attack unless defending player controls an Island. {5}{U}{U}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, target land becomes an Island in addition to its other types.
Creature — Human Soldier
This spell costs {1} less to cast for each creature you attacked with this turn. When this creature enters, draw a card.
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
Sorcery
Search your library for a basic land card, put it onto the battlefield, then shuffle. Suspend 2—{G} (Rather than cast this card from your hand, you may pay {G} and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Enchantment
Whenever a creature attacks you or a planeswalker you control, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Artifact Creature — Drone
Flying When this creature enters, create a 1/1 colorless Spirit creature token.
Sorcery
Searing Barb deals 2 damage to any target. If it's a creature, it can't block this turn. Incubate 1. (Create an Incubator token with a +1/+1 counter on it and "{2}: Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
Instant
Searing Barrage deals 5 damage to target creature. Adamant — If at least three red mana was spent to cast this spell, Searing Barrage deals 3 damage to that creature's controller.
Instant
Destroy target attacking or blocking creature with power 2 or less.
Creature — Human Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {1}{R}: This creature gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Creature — Merfolk Wizard Ally
Whenever this creature or another Ally you control enters, you may have Ally creatures you control gain flying until end of turn.
Instant
Choose one or both — • Return target creature card from your graveyard to your hand. • Return target enchantment card from your graveyard to your hand.
Creature — Vedalken Employee
When this creature enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)
Creature — Rabbit Warrior
Whenever this creature attacks while you control a token, this creature gets +2/+0 until end of turn.
Sorcery
Return any number of cards with different mana values from your graveyard to your hand. Put Seasons Past on the bottom of its owner's library.
Land
This land enters tapped. {T}: Add {W}. Cycling {W} ({W}, Discard this card: Draw a card.)
Instant
Up to two target creatures each get +2/+1 until end of turn. Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Artifact Creature — Wall
Defender {4}{U}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Instant
Choose one — • Conceal — Until end of turn, target creature you control becomes a Citizen with base power and toughness 1/1 and gains hexproof. • Reveal — Until end of turn, target creature you control becomes a Hero with base power and toughness 3/4 and gains flying and vigilance.
Enchantment
Face-down creatures you control get +0/+1. Whenever a permanent you control is turned face up, draw a card.
Sorcery
You and target opponent each draw three cards.
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Draw two cards. If you have the city's blessing, draw three cards instead.