Inventory last scanned: 5/5/2026, 6:57:29 PM
Creature — Dog
When this creature enters or dies, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Instant
Mill five cards. You may put a permanent card from among the cards milled this way into your hand. (To mill a card, put the top card of your library into your graveyard.)
Creature — Scorpion
Deathtouch Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Eldrazi Processor
Devoid (This card has no color.) When this creature enters, you may put a card an opponent owns from exile into that player's graveyard. If you do, target creature gets -3/-3 until end of turn.
Creature — Snake
Deathtouch Bloodrush — {G}, Discard this card: Target attacking creature gets +1/+2 and gains deathtouch until end of turn.
Creature — Sliver
All Sliver creatures get +0/+2.
Creature — Human Wizard
Hideaway 4 (When this creature enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This creature enters tapped. When this creature leaves the battlefield, put the exiled card into its owner's hand.
Creature — Spider
Reach (This creature can block creatures with flying.) This creature can block an additional seven creatures each combat.
Artifact Creature — Golem
When this creature enters, target player mills two cards. You gain 2 life. (To mill two cards, a player puts the top two cards of their library into their graveyard.)
Instant
Until end of turn, target creature you control has base power and toughness 4/4 and gains flying and hexproof. (It can't be the target of spells or abilities your opponents control.)
Creature — Elemental
{U}: This creature gets +1/-1 until end of turn.
Land
This land enters tapped. {T}: Add {U} or {B}. {2}{U}{B}, {T}, Sacrifice this land: Draw a card.
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
Creature — Djinn
Flying At the beginning of your upkeep, sacrifice this creature unless you return an untapped Island you control to its owner's hand.
Creature — Frog Soldier
Whenever this creature attacks, if another creature entered the battlefield under your control this turn, this creature gains flying until end of turn.
Creature — Merfolk Wizard
When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Creature — Merfolk Scout
Flying When this creature enters, create a Map token. (It's an artifact with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Sorcery
Each creature deals damage to itself equal to its power.
Creature — Merfolk Wizard
Heroic — Whenever you cast a spell that targets this creature, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Creature — Elemental
Flying When this creature enters, investigate twice. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Evoke {G}{U} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Instant // Instant
Creature — Bat Cleric
Flying, vigilance Whenever you gain or lose life during your turn, this creature gets +1/+0 until end of turn.
Instant
Transform up to one target Werewolf you control. Creatures you control gain trample until end of turn.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature can't be blocked as long as you control a Gate.
Creature — Giant
Domain — This creature gets +1/+1 for each basic land type among lands you control.
Creature — Elemental
Wayfaring Temple's power and toughness are each equal to the number of creatures you control. Whenever this creature deals combat damage to a player, populate. (Create a token that's a copy of a creature token you control.)
Creature — Human Pirate
When this creature enters, if you control an artifact, tap target artifact or creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Creature — Orc Monk
When this creature enters, return target nonland permanent card with mana value 2 or less from your graveyard to your hand. Flurry — Whenever you cast your second spell each turn, tap target creature an opponent controls.
Creature — Beast
Trample, haste Whenever this creature deals combat damage to a player, return a land you control to its owner's hand.
Creature — Zombie
Whenever another Zombie you control enters, each opponent loses 1 life and you gain 1 life.
Enchantment — Aura
Enchant artifact or creature When this Aura enters, you may pay {3}. If you do, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step.
Artifact
This artifact enters with three +1/+1 counters on it. {T}: Move a +1/+1 counter from this artifact onto target creature. Activate only as a sorcery.
Creature — Aetherborn Artificer
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
Enchantment
{2}, Sacrifice a creature: This enchantment deals 2 damage to any target.
Creature — Human Artificer
When this creature enters, draw a card. At the beginning of combat on your turn, if you control an Equipment, you may pay {1}. When you do, attach target Equipment you control to target creature you control.
Instant — Arcane
Destroy target artifact or enchantment. Splice onto Arcane {3}{G} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Creature — Goblin Knight
{1}{R}: This creature gets +2/+0 until end of turn.
Artifact
Nonland permanent cards in graveyards and libraries can't enter the battlefield. Players can't cast spells from graveyards or libraries.
Creature — Elf
{T}: Target creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Artifact — Equipment
Equipped creature gets +1/+1 and has reach and "Whenever this creature attacks, tap target creature an opponent controls." Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Spider Hero
When this creature enters, put a +1/+1 counter on each other creature you control.
Artifact Creature — Equipment Spider
Reach Equipped creature gets +1/+4 and has reach. Reconfigure {4} ({4}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature — Shapeshifter
Changeling (This card is every creature type.) Reach When this creature enters, if there are three or more creature cards in your graveyard, you gain 5 life.
Artifact — Spacecraft
When this Spacecraft enters, create a 2/2 colorless Robot artifact creature token. Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 9+.) 9+ | Flying, first strike
Sorcery
Destroy target creature. Clash with an opponent. If you win, you gain life equal to that creature's toughness. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Creature — Drix Artificer
When this creature enters, put a +1/+1 counter on each of up to two target creatures. Warp {2}{W} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature — Vampire Horror
Madness {2}{B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 white Human creature token. II — Create a Food token. III — Put X +1/+1 counters on target creature you control, where X is one plus the number of Foods you control.
Sorcery
Madness {X}{U}{U} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) Gain control of target creature if its toughness is 2 or less. If this spell's madness cost was paid, instead gain control of that creature if its toughness is X or less.
Instant
Welding Sparks deals X damage to target creature, where X is 3 plus the number of artifacts you control.
Creature — Bird Cleric
Flying When this creature enters, target creature gets +2/+2 and gains flying until end of turn.
Sorcery
Well Done deals 5 damage to target creature. If that creature is rare or mythic rare, Well Done deals 3 damage to that creature's controller.
Creature — Human Bear Druid
{T}: Add {G}. Threshold — This creature gets +3/+3 as long as there are seven or more cards in your graveyard.
Creature — Human Werewolf
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card. {3}{G}: Until end of turn, this creature has base power and toughness 5/3, gains trample, and isn't a Human.
Creature — Human Knight
Sacrifice this creature: Destroy target artifact or enchantment. Activate only as a sorcery.
Creature — Vampire
Flying Ward—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.) Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.
Creature — Elk