Inventory last scanned: 4/28/2026, 6:59:19 PM
Creature — Human Soldier
Flash {1}, Sacrifice this creature: Destroy target artifact or enchantment.
Enchantment — Aura
Enchant creature Enchanted creature has vigilance and "At the beginning of your end step, create a 1/1 white Human creature token."
Creature — Dog
Whenever you cast a noncreature spell, this creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Artifact — Equipment
Equipped creature gets +0/+3 and has vigilance. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
The owner of target artifact or enchantment an opponent controls shuffles it into their library. You may shuffle up to four target cards from your graveyard into your library.
Sorcery
As an additional cost to cast this spell, discard two cards. Draw three cards.
Artifact Creature — Phyrexian Wall
({W/P} can be paid with either {W} or 2 life.) Defender When this creature dies during combat, it deals 6 damage to each creature it blocked this combat.
Creature — Human Cleric
When this creature enters, you gain 3 life.
Artifact Creature — Construct
When this creature dies, add {C}{C}{C}.
Instant
This spell can't be countered. (This includes by the ward ability.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Suspect it. (It has menace and can't block.)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. When a Vehicle you control attacks, exile enchanted creature.
Instant
Spree (Choose one or more additional costs.) + {1} — Caught in the Crossfire deals 2 damage to each outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) + {1} — Caught in the Crossfire deals 2 damage to each non-outlaw creature.
Instant
Cast this spell only during combat. Return target creature card from your graveyard to the battlefield. That creature gains haste. Return it to your hand at the beginning of the next end step. You may put a creature card from your hand onto the battlefield. That creature gains haste. Its controller sacrifices it at the beginning of the next end step.
Sorcery
Adamant — If at least three black mana was spent to cast this spell, mill four cards. You may choose a creature card in your graveyard. If you do, return it to the battlefield with an additional +1/+1 counter on it.
Instant
As an additional cost to cast this spell, behold a Dragon or pay {1}. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.) Target creature gets -3/-3 until end of turn.
Creature — Elf Survivor
Survival — At the beginning of your second main phase, if this creature is tapped, you gain 2 life.
Enchantment
Whenever a creature you control with power 1 or less attacks, this enchantment deals 1 damage to the player or planeswalker that creature is attacking.
Creature — Pegasus
Flying Whenever this creature attacks, each attacking Human gains flying until end of turn.
Land
{T}: Add {C}. {1}, {T}: Add one mana of any color. {4}, {T}, Sacrifice this land: Put two +1/+1 counters on target creature. Activate only as a sorcery.
Enchantment Creature — Nymph
Bestow {5}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Enchanted creature gets +2/+2 and has intimidate.
Creature — Dinosaur
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) {3}{G}: This creature can't be blocked by creatures with power 2 or less this turn.
Creature — Nightmare
Mutate {3}{B} (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.) Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature mutates, each opponent discards a card.
Land — Cave
{T}: Add {C}. {2}: This land becomes a 3/3 Elemental creature until end of turn. It's still a Cave land. Activate only if the number of other Caves you control plus the number of Cave cards in your graveyard is three or greater.
Instant // Sorcery
Instant
Target player can't cast creature spells this turn. Draw a card.
Legendary Creature — Elf Noble
Whenever you attack with one or more Elves, scry 1. Whenever you scry, Celeborn gets +1/+1 until end of turn for each card looked at while scrying this way.
Creature — Elf Druid
Alliance — Whenever another creature you control enters, put a +1/+1 counter on this creature.
Creature — Spirit
Flash Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Flying Other white creatures get +1/+1.
Instant
Target player sacrifices an attacking or blocking creature of their choice.
Creature — Angel Advisor
Flying When this creature enters, choose target creature you don't control and tap it. If you control a creature with a counter on it, the chosen creature doesn't untap during its controller's next untap step.
Creature — Unicorn
Whenever you gain life, put a +1/+1 counter on this creature.
Artifact
{3}, {T}: Target player puts the bottom card of their library into their graveyard. If it's a creature card, you create a 2/2 black Zombie creature token.
Artifact — Equipment
Equipped creature gets +3/+3 and has "At the beginning of your end step, tap this creature." Equipped creature doesn't untap during its controller's untap step. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
Return target creature card from your graveyard to your hand. If it's a Zombie card, draw a card.
Enchantment
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost.
Creature — Kithkin Soldier
{W}, {T}: Put a +1/+1 counter on target Soldier creature. Each creature you control with a +1/+1 counter on it can block an additional creature each combat.
Creature — Merfolk Scout
When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Instant
Counter target spell unless its controller pays {1}. Cycling {U} ({U}, Discard this card: Draw a card.)
Creature — Centaur Archer
{T}: This creature deals 1 damage to target creature with flying.
Enchantment
{2}{G}{G}: Create a 3/3 green Centaur creature token.
Creature — Centaur Druid
Whenever this creature deals combat damage to a player, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature — Centaur Performer
When this creature enters, roll five six-sided dice and store those results on it. At the beginning of combat on your turn, you may reroll any number of this creature's stored results. This creature gets +X/+X, where X is the greatest number of stored results on it of the same value.
Instant
Target creature you control gains protection from the color of your choice until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Creature — Octopus Noble
Whenever this creature becomes the target of a spell or ability, mill two cards.
Creature — Octopus
{T}: Target player draws two cards, then discards two cards.
Land
{T}: Add {U}. This land deals 1 damage to you. Threshold — {U}, {T}, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if there are seven or more cards in your graveyard.
Creature — Octopus Wizard
Whenever this creature becomes the target of a spell or ability, mill three cards. {2}{U}, {T}: Prevent all combat damage that would be dealt to and dealt by target creature you control this turn.
Creature — Octopus Wizard
When this creature enters, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Threshold — This creature can't be blocked as long as there are seven or more cards in your graveyard.
Creature — Octopus Rogue
{T}: Target player draws a card, then discards a card.
Creature — Octopus Wizard
This creature can't be blocked. {T}, Sacrifice this creature: Target creature can't be blocked this turn.
Creature — Octopus
Threshold — As long as there are seven or more cards in your graveyard, this creature has "When this creature enters, draw three cards, then discard two cards."
Creature — Octopus Wizard
Sacrifice this creature: Target creature loses protection from black until end of turn.
Artifact Creature — Phyrexian Squid
Flying Cephalopod Sentry's power is equal to the number of artifacts you control.
Sorcery
Choose one — • Target opponent discards two cards. • Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Instant
Surveil X, where X is the number of artifacts you control. Then draw three cards. (To surveil X, look at the top X cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Artifact — Equipment
Equipped creature gets +2/+1 and has trample. Equip Citizen {1} Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Human Soldier
When this creature attacks or blocks, destroy it at end of combat.