Inventory last scanned: 4/27/2026, 1:41:25 AM
Artifact
This artifact enters with two oil counters on it. Whenever two or more creatures attack, put an oil counter on this artifact. {2}, {T}, Remove two oil counters from this artifact: Exile another target nonland permanent. Its controller draws two cards.
Instant
Target permanent becomes an artifact in addition to its other types until end of turn. Draw a card.
Artifact Creature — Phyrexian Masticore
First strike, protection from multicolored At the beginning of your upkeep, sacrifice this creature unless you discard a card. When you discard a card this way, destroy target nonland permanent an opponent controls with mana value less than or equal to the mana value of the discarded card.
Artifact Creature — Shapeshifter
{1}: Until end of turn, this creature gets -1/-1 and gains your choice of flying, vigilance, deathtouch, or haste.
Sorcery
Return target artifact card from your graveyard to the battlefield.
Creature — Human Scout
When this creature enters, create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
Creature — Faerie
This creature can't be blocked by artifact creatures. {7}: Put two +1/+1 counters on this creature.
Legendary Creature — Sphinx Wizard
Flying Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.
Artifact
{3}, {T}, Sacrifice this artifact: Destroy target land.
Creature — Wolf
This creature can't be blocked by creatures with power 2 or less.
Sorcery
Until end of turn, creatures you control gain "Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand."
Legendary Creature — Shark Horror Mutant
Flash When Armaggon enters, destroy up to three target creatures.
Creature — Dragon
Flying When this creature enters, distribute three +1/+1 counters among one, two, or three target creatures you control.
Enchantment — Aura
Enchant creature Enchanted creature has double strike as long as it's an enchantment. Otherwise, prevent all damage that would be dealt by enchanted creature. (A creature with double strike deals both first-strike and regular combat damage.)
Creature — Dinosaur
Vigilance (Attacking doesn't cause this creature to tap.) Whenever you attack with three or more creatures, put a +1/+1 counter on target creature you control.
Sorcery // Sorcery
Artifact Creature — Equipment Beast
Ward {2} (Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Equipped creature gets +2/+1 and has ward {2}. 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.)
Artifact
{2}, {T}, Sacrifice this artifact: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. {W}: Enchanted creature gets +0/+1 until end of turn.
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 nonblack creature Enchanted creature gets +2/+2.
Creature — Elf Artificer
When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.
Creature — Armadillo
Ward {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) {3}{W}: This creature gets +X/+0 until end of turn, where X is its toughness.
Creature — Dinosaur
When this creature enters, you may reveal a Dinosaur card from your hand. If you do or if you control another Dinosaur, you gain 3 life.
Creature — Phyrexian Beast
This creature gets +3/+0 as long as it has three or more oil counters on it. {T}: Add one mana of any color. Whenever this creature becomes tapped, exile target card from a graveyard and put an oil counter on this creature.
Creature — Zombie Warrior
When this creature enters, mill four cards.
Creature — Elf Knight
Creature — Human Wizard
{B}, {T}: Target creature gets +1/+0 until end of turn. {G}, {T}: Target creature gets +0/+1 until end of turn.
Creature — Mouse
Celebration — This creature gets +0/+2 as long as two or more nonland permanents entered the battlefield under your control this turn.
Creature — Human Knight
Trample Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.
Creature — Orc Warrior
As long as this creature is equipped, it has menace. (It can't be blocked except by two or more creatures.)
Enchantment
{3}{R}: You may put an artifact card from your hand onto the battlefield. That artifact gains haste. Sacrifice it at the beginning of the next end step.
Legendary Creature — Human Berserker
Haste Boast — {1}: You may change Arni's base power to 1 plus the greatest power among other creatures you control until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
Legendary Creature — Human Berserker
Whenever a creature you control attacks or enters attacking, you may pay {1}{R}. If you do, you may put a creature card with mana value less than that creature's mana value from your hand onto the battlefield tapped and attacking.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control fights up to one target creature you don't control. II — Add {R}. Put two +1/+1 counters on up to one target creature you control. III — You gain life equal to the greatest power among creatures you control.
Enchantment
Cumulative upkeep {U} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) {1}: Target creature gains flying until end of turn.
Legendary Creature — Human Assassin
Deathtouch Other Assassins you control get +2/+0. Disguise {B}{R} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated.
Instant
Return target creature to its owner's hand. Addendum — If you cast this spell during your main phase, draw a card.
Instant
Target creature gets +2/+2 until end of turn. Addendum — If you cast this spell during your main phase, that creature gains flying until end of turn.
Creature — Vampire Knight
Whenever this creature blocks or becomes blocked by a creature with power 1 or less, destroy this creature at end of combat.
Creature — Vampire Noble
When this creature enters, if an opponent lost life this turn, each opponent loses 2 life and you gain 2 life.
Instant
Target creature gets +2/+2 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 — Bird
Flying Whenever you cast a historic spell, scry 1. (Artifacts, legendaries, and Sagas are historic. To scry 1, look at the top card of your library, then you may put that card on the bottom.)
Artifact Creature — Dragon
Flying {R}: Artifact creatures you control get +1/+0 until end of turn. Unearth {3}{R}{R} ({3}{R}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature — Human Wizard
Heroic — Whenever you cast a spell that targets this creature, you may have this creature become a copy of target creature, except it has this ability.
Instant
Destroy target artifact or enchantment. 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.)
Instant
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.) Choose one or both — • Counter target spell. • Draw two cards, then discard a card.
Sorcery
This spell costs {1} less to cast if you control two or more legendary creatures. Scry 2, then draw two cards.
Creature — Human Samurai
Haste Whenever a Samurai or Warrior you control attacks alone, it gets +1/+0 until end of turn for each Samurai or Warrior you control.
Snow Creature — Spirit
{S}{S}: This creature becomes a Spirit Warrior with base power and toughness 2/3. {S}{S}{S}: If this creature is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4. {S}{S}{S}{S}: If this creature is an Angel, put two +1/+1 counters on it and it gains "Whenever this creature deals combat damage to a player, draw a card."
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose a creature you control. Until your next turn, all damage that would be dealt to creatures you control is dealt to that creature instead. III — Return target creature card from your graveyard to the battlefield with a flying counter on it. That creature is an Angel Warrior in addition to its other types.
Creature — Human Warrior
First strike, haste Whenever a player casts a spell from a graveyard, this creature deals 3 damage to that player.
Legendary Creature — Human Peasant
Haste Celebration — Whenever Ash attacks, if two or more nonland permanents entered the battlefield under your control this turn, put a +1/+1 counter on Ash.