Inventory last scanned: 4/27/2026, 1:41:25 AM
Artifact — Equipment
Equipped creature gets +2/+2. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Instant
Tap up to two target creatures. Whenever you put a name sticker on a creature, you may return this card from your graveyard to your hand.
Instant
Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell.) Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
Enchantment
Enchanted creatures you control get +2/+2.
Sorcery
Up to two target creatures can't block this turn. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Land
This land enters tapped unless a player has 13 or less life. {T}: Add {W} or {U}.
Artifact
You may cast spells that have a cycling ability from your graveyard. If a card that has a cycling ability would be put into your graveyard from anywhere and it wasn't cycled, exile it instead.
Creature — Zombie
First strike Whenever a creature dealt damage by this creature this turn dies, you gain life equal to that creature's toughness.
Creature — Griffin
Flying, vigilance
Creature — Human Elf Shaman Sorcerer
Psionic Spells — When this creature enters, choose target instant or sorcery card in your graveyard, then roll a d20. 1—9 | You may put that card on top of your library. 10—20 | Return that card to your hand.
Enchantment
At the beginning of your end step, choose one — • You gain 1 life. • Return target creature card with mana value 1 from your graveyard to the battlefield.
Snow Creature — Treefolk
Trample Abominable Treefolk's power and toughness are each equal to the number of snow permanents you control. When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Enchantment — Aura
Enchant creature Enchanted creature has flying. Threshold — Enchanted creature has shroud as long as there are seven or more cards in your graveyard. (It can't be the target of spells or abilities.)
Instant
Switch target creature's power and toughness until end of turn.
Instant
Choose one — • Abrade deals 3 damage to target creature. • Destroy target artifact.
Instant
Devoid (This card has no color.) Exile target nonland permanent. You may cast that card for as long as it remains exiled, and you may spend colorless mana as though it were mana of any color to cast that spell.
Instant
Devoid (This card has no color.) Counter target spell unless its controller pays {1}. You create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add {C}." ({C} represents colorless mana.)
Creature — Horror
When this creature enters, each player sacrifices two creatures of their choice.
Instant
Target player sacrifices an enchantment of their choice. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Instant
Choose one — • Exile target creature with power 3 or greater. • You draw two cards and you lose 2 life. • Distribute two +1/+1 counters among one or two target creatures.
Creature — Dog Cleric
{1}: Add {W}, {B}, or {G}. Activate only once each turn. {2}{B}: Return this card from your graveyard to your hand.
Creature — Human Soldier
Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has flying.
Artifact
When this artifact enters, search your library for a basic Plains, Swamp, or Forest card, reveal it, put it into your hand, then shuffle. {1}{W}{B}{G}, {T}, Sacrifice this artifact: Create an X/X white Spirit creature token, where X is the greatest toughness among creatures you control. Activate only as a sorcery.
Instant
Target creature blocks this turn if able. You may have it gain reach until end of turn. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Sorcery — Lesson
Choose one — • Choose a nonland card name. Opponents can't cast spells with the chosen name until your next turn. • Choose target nonland permanent. Until your next turn, it can't attack or block, and its activated abilities can't be activated.
Creature — Drake
Kicker {4} (You may pay an additional {4} as you cast this spell.) Flying If this creature was kicked, it enters with two +1/+1 counters on it.
Instant
Target creature gains haste until end of turn. Draw a card.
Instant
Target creature gets +X/+X until end of turn, where X is the greatest mana value among permanents you control.
Creature — Human Knight
When this creature enters, if you control another Knight, look at the top five cards of your library. You may reveal a Knight, Aura, Equipment, or legendary artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Human Knight
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Creature — Zombie
{1}{B}: Target attacking Zombie gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
Creature — Vampire Cleric
{T}, Sacrifice another creature or artifact: Each opponent loses 1 life and you gain 1 life.
Creature — Human Monk
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Whenever this creature becomes blocked by a creature, it deals 2 damage to that creature.
Artifact Creature — Equipment Octopus
Whenever this creature or equipped creature deals combat damage to a player, draw a card. Reconfigure {2} ({2}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature — Human Rogue
When this creature enters, target opponent reveals a number of cards from their hand equal to the number of creatures in your party. You choose one of those cards. That player discards that card. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Creature — Human Survivor
Survival — At the beginning of your second main phase, if this creature is tapped, put a flying counter on it. This ability triggers only once.
Instant
Target creature gets +1/+3 and gains flying until end of turn. Untap it.
Instant
Exile target creature you control, then return that card to the battlefield under its owner's control. Draw a card.
Instant
Untap target creature. It gets +2/+2 until end of turn and can block an additional creature this turn.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and {T} this turn.)
Instant
Target creature gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature — Vampire Soldier
As long as this creature is attacking, it gets +2/+0. Pay 4 life: This creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Artifact Creature — Gnome
Tap two untapped artifacts and/or creatures you control: Put a +1/+1 counter on this creature. Activate only as a sorcery.
Creature — Insect
Flash This creature enters with three +1/+1 counters on it.
Creature — Lizard Beast
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Creature — Phyrexian Druid
Vigilance When this creature enters, choose one — • Target creature gets +2/+2 and gains vigilance until end of turn. • Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature — Goblin Warrior
When this creature enters, clash with an opponent. If you win, put a +1/+1 counter on this creature. (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.)
Legendary Creature — Human Knight
Lifelink Adelbert Steiner gets +1/+1 for each Equipment you control.
Legendary Creature — Human Wizard
Flying, haste Whenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.
Creature — Crocodile
When this creature dies, create a 2/2 black Zombie Druid creature token. Renew — {B}, Exile this card from your graveyard: Put a +1/+1 counter on target creature. Activate only as a sorcery.
Legendary Artifact — Vehicle
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Adrestia attacks, if an Assassin crewed it this turn, draw a card. Adrestia becomes an Assassin in addition to its other types until end of turn. Crew 1
Creature — Human Soldier Scout
First strike {W}: Target creature gains first strike until end of turn.
Instant
Create a 5/5 green Wurm creature token with trample.
Sorcery
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. If you didn't put a card into your hand this way, draw a card.
Artifact — Vehicle
Flying Whenever this Vehicle attacks, draw a card, then discard a card. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Land — Town
When this land enters, you gain 2 life. {T}: Add {C}.