Inventory last scanned: 4/29/2026, 6:57:33 PM
Instant
Coven — Choose target creature you control and target creature you don't control. If you control three or more creatures with different powers, put a +1/+1 counter on the chosen creature you control. Then the chosen creatures fight each other. (Each deals damage equal to its power to the other.)
Creature — Human Soldier
First strike Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, target creature you control gains double strike until end of turn.
Artifact — Equipment
Flash When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+0. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Phyrexian Soldier
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) During your turn, this creature has first strike.
Creature — Crocodile
When this creature enters, you may put target artifact or creature card from your graveyard on top of your library.
Creature — Kithkin Druid
When this creature enters, if you control three or more creatures, return target permanent card from your graveyard to your hand.
Artifact Creature — Phyrexian Golem
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top.
Sorcery
Choose up to one creature. Destroy the rest.
Land — Desert
{T}: Add {C}. When this land is put into a graveyard from the battlefield, create a 2/2 black Zombie creature token.
Creature — Zombie
This creature enters tapped. Whenever you complete a dungeon, you may return this card from your graveyard to your hand.
Creature — Spirit
Flying When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control this creature.
Artifact
{T}: Add {C}. {3}, {T}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Creature — Bird Horror
Flying When this creature enters, 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.)
Creature — Insect
{4}{B}: Return this card from your graveyard to your hand.
Enchantment
Whenever a creature you control enters, you may pay {1}. If you do, put a +1/+1 counter on that creature. {5}{G}, Sacrifice this enchantment: Put a +1/+1 counter on each creature you control.
Sorcery
Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
Creature — Vampire Soldier
When this creature enters, you draw a card and you lose 1 life.
Creature — Horror
As an additional cost to cast this spell, sacrifice a creature, discard a card, or pay 4 life. When this creature enters, each opponent sacrifices a creature of their choice, discards a card, and loses 4 life.
Creature — Human Cleric
When this creature enters, put a lifelink counter on target non-Human creature you control. {1}{B}, {T}: Put a +1/+1 counter on each creature you control with lifelink.
Creature — Bat
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters with a +1/+1 counter on it.) Flying
Enchantment — Aura
Enchant creature You control enchanted creature. Enchanted creature gets -3/-0 and loses all abilities.
Creature — Bird
Flying, protection from black
Creature — Insect
When this creature enters, put a +1/+1 counter on target creature. Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Creature — Human Minion
Kicker {3}{B} (You may pay an additional {3}{B} as you cast this spell.) If this creature was kicked, it enters with two +1/+1 counters on it and with fear. (It can't be blocked except by artifact creatures and/or black creatures.)
Creature — Elf Berserker
Boast — {1}: Target opponent loses 1 life and you gain 1 life. (Activate only if this creature attacked this turn and only once each turn.)
Creature — Spirit
Flying If you control five or more untapped lands, this creature enters with two +1/+1 counters and a lifelink counter on it. Plot {1}{W} (You may pay {1}{W} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0 and can't be blocked by creatures with flying.
Creature — Eldrazi
Devoid (This card has no color.) Haste At the beginning of each end step, if you control no other colorless creatures, return this creature to its owner's hand.
Creature — Elephant Druid
Reach When this creature enters, it endures 3. (Put three +1/+1 counters on it or create a 3/3 white Spirit creature token.)
Creature — Human Warrior
When this creature dies, return another target creature card from your graveyard to your hand.
Creature — Griffin
Flying {2}{W}, Sacrifice two enchantments: Return this card from your graveyard to your hand.
Creature — Thrull
{B}: Regenerate this creature.
Creature — Dwarf Warrior
As long as this creature is equipped, it gets +0/+2.
Creature — Dwarf
{2}{R}, {T}: Destroy target nonbasic land. Morph {R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
Creature — Dwarf Soldier
When this creature dies, create a 1/1 colorless Hero creature token.
Creature — Dwarf Wizard
Ward—Pay 2 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 2 life.) Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Creature — Dwarf
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
Artifact — Equipment
When this Equipment enters, you may pay {2}. If you do, create a 2/1 red Dwarf Berserker creature token, then attach this Equipment to it. Equipped creature gets +3/+0 and has trample. Equip {3}
Creature — Dwarf Soldier
{1}{R}: Target Dwarf creature gets +1/+0 until end of turn.
Creature — Dwarf Cleric
Assist (Another player can pay up to {5} of this spell's cost.) When this creature enters, creatures your team controls get +1/+1 until end of turn.
Creature — Dwarf Nomad
{T}: Target creature with power 2 or less can't be blocked this turn.
Sorcery
Create two 2/1 red Dwarf Berserker creature tokens. Foretell {1}{R} (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.)
Creature — Dwarf
{T}: Choose target attacking or blocking creature whose controller controls an Island. This creature deals 2 damage to that creature at end of combat. Activate only before the end of combat step.
Creature — Dwarf
Sorcery
Target player shuffles up to four target cards from their graveyard into their library.
Creature — Elf Warrior
When this creature enters, if you control another Elf, create a 1/1 green Elf Warrior creature token.
Enchantment — Aura
Enchant creature you control When enchanted creature dies, target player loses X life and you gain X life, where X is its power.
Instant
Target creature you control gets +2/+0 until end of turn. Overload {2}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Creature — Human Wizard
Magecraft — Whenever you cast or copy an instant or sorcery spell, this creature gets +1/+0 until end of turn.
Creature — Boar
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Whenever this creature deals combat damage to a player, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Sorcery
Freerunning {1}{U} (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.) Draw three cards.
Creature — Bird Soldier
Flying When this creature enters, creatures you control get +1/+0 and gain first strike until end of turn. Plainscycling {1} ({1}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Instant
Choose one — • Exile target creature. • Target opponent exiles an enchantment they control.
Creature — Elemental
Siege Monster — When this creature enters, roll a d20. 1—9 | Each player sacrifices a permanent of their choice. 10—19 | Each opponent sacrifices a permanent of their choice. 20 | Each opponent sacrifices two permanents of their choice.