Inventory last scanned: 5/5/2026, 6:57:29 PM
Creature — Wall
Defender (This creature can't attack.) Whenever this creature is dealt damage, you gain that much life.
Creature — Wall
Defender (This creature can't attack.) {R}: This creature gets +1/+1 until end of turn.
Creature — Wall
Defender (This creature can't attack.) Protection from black
Creature — Wall
Defender (This creature can't attack.) When this creature enters, target player mills four cards. (They put the top four cards of their library into their graveyard.)
Creature — Wall
Defender
Creature — Wall
Defender, flying {W}: This creature can attack this turn as though it didn't have defender.
Creature — Wall
Defender (This creature can't attack.) Flying At the beginning of each end step, if this creature was dealt damage this turn, put a +0/+1 counter on it.
Creature — Wall
Defender (This creature can't attack.) When this creature enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Wall
Defender (This creature can't attack.) At the beginning of your upkeep, change this creature's base toughness to 1 plus the number of creature cards in your graveyard. (This effect lasts indefinitely.)
Creature — Snake Wall
Defender (This creature can't attack.) {3}: Destroy this creature and target creature it's blocking. Any player may activate this ability.
Sorcery
Destroy target blue or black creature with flying.
Sorcery
Return up to two target creature cards from your graveyard to your hand. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Merfolk Cleric
Whenever this creature becomes tapped, you gain 2 life.
Instant
Wanderer's Intervention deals 4 damage to target attacking or blocking creature.
Sorcery
Exile target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Artifact
{1}, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Creature — Zombie Turtle
Creature — Dragon Bard
At the beginning of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon. (Enter the first room or advance to the next room.)
Creature — Wolf
Creatures with power less than this creature's power can't block it.
Creature — Horse
Whenever you cast a creature spell that has an Adventure, put a +1/+1 counter on this creature. (It doesn't need to have gone on the adventure first.)
Creature — Raccoon Bard
Whenever you expend 4, put a +1/+1 counter on this creature. (You expend 4 as you spend your fourth total mana to cast spells during a turn.) {T}: Add {R} or {G}.
Kindred Sorcery — Merfolk
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.) Return one or two target nonland permanents to their owners' hands. Then if you control a Merfolk, create a 1/1 white and blue Merfolk creature token for each permanent returned to its owner's hand this way.
Creature — Zombie Wurm
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Enchantment
Creatures you control get +1/+0. Whenever you attack, create a 1/1 red Warrior creature token that's tapped and attacking. Sacrifice it at the beginning of the next end step.
Instant
Creatures you control get +2/+1 until end of turn. Untap those creatures.
Creature — Human Monk
Reach This creature has indestructible as long as it attacked a battle this turn.
Artifact
Attacking creatures you control get +1/+0.
Instant
You gain life equal to the number of creatures on the battlefield plus the number of artifacts on the battlefield.
Enchantment — Aura
Enchant creature When this Aura enters, target creature an opponent controls can't block this turn. Enchanted creature gets +1/+1 and has haste.
Creature — Wolverine Dinosaur
Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature attacks a battle, double its power until end of turn.
Creature — Beast
Whenever this creature or another creature you control with power 4 or greater dies, amass Orcs 2. (Put two +1/+1 counters 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.)
Enchantment — Aura
Enchant creature you control When this Aura enters, enchanted creature fights up to one target creature you don't control. (Each deals damage equal to its power to the other.) Enchanted creature gets +0/+2.
Creature — Orc Berserker
Dash costs you pay cost {2} less (as long as this creature is on the battlefield). Dash {2}{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.)
Creature — Minotaur Shaman
Inspired — Whenever this creature becomes untapped, target creature you control gains intimidate until end of turn. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Creature — Phoenix
Flying, haste Whenever you attack with three or more creatures, you may pay {2}{R}. If you do, return this card from your graveyard to the battlefield tapped and attacking.
Enchantment — Aura
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature As this Aura enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura.
Creature — Bird Wizard
Flying Creature spells with flying you cast cost {1} less to cast.
Creature — Eldrazi Drone
Vigilance {T}: Add {C}. ({C} represents colorless mana.)
Creature — Human
{1}{W/B}: This creature becomes a Human Warrior with base power and toughness 3/3. {2}{W/B}{W/B}: If this creature is a Warrior, it becomes a Human Spirit Warrior with trample and lifelink. {3}{W/B}{W/B}{W/B}: If this creature is a Spirit, put five +1/+1 counters on it.
Creature — Elf Warlock
Morbid — At the beginning of your end step, if a creature died this turn, choose one — • You gain 2 life. • You draw a card and you lose 1 life.
Creature — Cat
Whenever an enchantment you control is put into a graveyard from the battlefield, create a 1/1 black Rat creature token with "This token can't block." {1}{B}: This creature gains deathtouch until end of turn.
Instant
Creatures you control get +2/+1 until end of turn. Foretell {2}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant
Warleader's Helix deals 4 damage to any target and you gain 4 life.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) At the beginning of your end step, if a creature died this turn, each opponent loses 1 life. {1}{B}: Level 2 When this Class becomes level 2, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. {6}{B}: Level 3 At the beginning of your end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
Sorcery
Creatures you control gain first strike until end of turn. Draw a card.
Instant
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Create a 1/1 green and white Citizen creature token.
Instant
Prevent all combat damage that would be dealt by target attacking creature this turn.
Land
{T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Creature — Eldrazi Boar Beast
Reach When you cast or cycle Warped Tusker, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add {C}." Cycling {2}{G} ({2}{G}, Discard this card: Draw a card.)
Instant
({C} represents colorless mana.) Choose one — • Exile target creature with power or toughness 1 or less. • Counter target sorcery spell. • Create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add {C}."
Instant // Sorcery
Creature — Rabbit Cleric
{3}{W}: Creatures you control get +1/+1 until end of turn.
Creature — Goblin Rogue
When this creature enters, return target creature card from your graveyard to your hand. If that card is a Goblin card, this creature gains haste until end of turn.
Creature — Goblin Warrior
At the beginning of combat on your turn, you may blight 1. When you do, target creature gains haste until end of turn. (To blight 1, put a -1/-1 counter on a creature you control.)
Kindred Sorcery — Goblin
Target player sacrifices a creature of their choice. If a Goblin is sacrificed this way, that player creates two 1/1 black Goblin Rogue creature tokens, and those tokens gain haste until end of turn.
Artifact — Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +3/+2 and is a Warrior in addition to its other types. Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.)
Instant
Until end of turn, up to two target creatures you control each gain "Whenever this creature deals combat damage to a player, draw a card."
Creature — Goblin Shaman
Whenever this creature or another creature you control dies, scry 1.
Creature — Antelope
Vigilance
Creature — Cat Druid
When this creature enters or dies, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)