Inventory last scanned: 4/27/2026, 6:30:46 PM
Legendary Creature — Homunculus
Ward {2} You may look at the top card of your library any time. The top card of your library has plot. The plot cost is equal to its mana cost. You may plot nonland cards from the top of your library.
Legendary Creature — Homunculus
When Fblthp enters, draw a card. If it entered from your library or was cast from your library, draw two cards instead. When Fblthp becomes the target of a spell, shuffle Fblthp into its owner's library.
Enchantment — Aura
Enchant creature When this Aura enters, you become the monarch. The monarch controls enchanted creature. Enchanted creature attacks each combat if able and can't attack you.
Enchantment Creature — Nightmare
When this creature enters, it deals 4 damage to each opponent. Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, this creature deals that amount of damage to target creature that player controls.
Enchantment Creature — Nightmare
Whenever this creature deals combat damage to a player, draw that many cards.
Enchantment Creature — Nightmare
Flash When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Enchantment Creature — Nightmare
Flying, lifelink This creature can't block. Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return this card from your graveyard to your hand.
Enchantment Creature — Nightmare
As an additional cost to cast this spell, return a permanent you control to its owner's hand. Flying
Enchantment Creature — Nightmare
Flying Eerie — Whenever this creature or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it. Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
Enchantment — Aura
Flash Enchant creature When this Aura enters, draw a card. Enchanted creature gets +1/+0 and has flying.
Instant
As an additional cost to cast this spell, forage or pay {B}. (To forage, exile three cards from your graveyard or sacrifice a Food.) Destroy target creature or planeswalker.
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Artifact
{T}, Exile this artifact: Shuffle your graveyard into your library.
Sorcery
Destroy target creature.
Sorcery
Destroy all creatures with power greater than target creature's power.
Artifact
{T}: Add one mana of any color that a land an opponent controls could produce.
Instant
Target creature you control gets +2/+0 and gains haste until end of turn. When that creature dies this turn, create a 2/2 white and blue Detective creature token.
Creature — Human Archer
{T}: This creature deals 4 damage to target attacking creature with flying.
Creature — Human Cleric
{T}: Prevent the next 1 damage that would be dealt to any target this turn.
Creature — Human Scout
Enchantment
Attacking Pests you control get +1/+0 and have deathtouch. {1}{G}: Exile target card from a graveyard. If a creature card is exiled this way, create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life."
Creature — Nightstalker
Flying
Land — Swamp Forest
({T}: Add {B} or {G}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
Land
{T}: Add {C}. {W/B}, {T}: Add {W}{W}, {W}{B}, or {B}{B}.
Creature — Shade Horror
{B}: This creature gets +1/+1 until end of turn.
Land — Island Swamp
({T}: Add {U} or {B}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Bear Demon
Whenever you gain life, put a +1/+1 counter on this creature. When this creature dies, return another target non-Bear creature card with mana value less than or equal to this creature's power from your graveyard to the battlefield.
Creature — Elf
When this creature enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
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 combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.
Sorcery
Choose one or more — • Destroy all creatures. • Destroy all planeswalkers. • Destroy all battles. • Exile all graveyards. • Each opponent loses all counters.
Sorcery
Exile all creatures.
Sorcery
Draw X cards. If X is 10 or more, instead shuffle your graveyard into your library, draw X cards, untap up to five lands, and you have no maximum hand size for the rest of the game. Exile Finale of Revelation.
Enchantment
When this enchantment enters, create a 2/2 red Soldier creature token with firebending 1. (Whenever it attacks, add {R}. This mana lasts until end of combat.) Whenever you cast a spell during an opponent's turn, create a 2/2 red Soldier creature token with firebending 1.
Creature — Human Soldier
Raid — When this creature enters, if you attacked this turn, create a Clue token. (It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Creature — Human Soldier
Menace When this creature enters, put a +1/+1 counter on target creature or Vehicle you control. Whenever one or more creatures you control with counters on them deal combat damage to a player, put target creature or Vehicle card from that player's graveyard onto the battlefield under your control.
Creature — Human Cleric
Firebending 1 (Whenever this creature attacks, add {R}. This mana lasts until end of combat.) {1}{R}{R}: Put a +1/+1 counter on this creature.
Land
{T}: Add {C}. {R/G}, {T}: Add {R}{R}, {R}{G}, or {G}{G}.
Creature — Human Archer
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
Enchantment — Aura
Enchant creature {R}: Enchanted creature gets +1/+0 until end of turn.
Creature — Lizard Warlock
At the beginning of your second main phase, if an opponent lost life this turn, exile the top two cards of your library. Choose one of them. Until end of turn, you may play that card.
Creature — Angel Soldier
Flying Whenever you attack with two or more creatures, draw a card. Whenever another player attacks with two or more creatures, they draw a card if none of those creatures attacked you.
Artifact
This artifact enters tapped. {T}: Add two mana of different colors.
Artifact — Equipment
Equipped creature has double strike. (It deals both first-strike and regular combat damage.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Dragon
Flying Whenever you cast a noncreature or Dragon spell, this creature deals 1 damage to each opponent.
Creature — Human Pilot Ally
Flying This creature gets +1/+1 as long as there's a Lesson card in your graveyard.
Instant
Draw a card. Until end of turn, target creature gains trample and gets +1/+0 for each card you've drawn this turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
Creature — Elemental
{R}, {T}, Sacrifice this creature: It deals damage equal to its power to target creature.
Creature — Elemental Warrior
{1}{R}: This creature gets +1/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Creature — Elemental Bard
{T}: Add two mana in any combination of colors. Spend this mana only to cast Elemental spells or activate abilities of Elemental sources.
Creature — Lizard Warlock
When this creature enters, if an opponent lost life this turn, add {B}{R}. {1}{R}, Discard a card: Draw a card.
Creature — Human Warrior
Whenever this creature attacks, create a token that's a copy of another target attacking creature and that's tapped and attacking. Exile the token at end of combat. Dash {2}{R}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Creature — Phoenix
Flying, haste This creature attacks each combat if able. Ferocious — At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may pay {R}. If you do, return this card from your graveyard to the battlefield.
Instant
You may sacrifice a nontoken red creature rather than pay this spell's mana cost. Copy target instant or sorcery spell. You may choose new targets for the copy.
Instant
Creatures your opponents control have base power and toughness 0/1 until end of turn.
Instant
Target creature you control gains hexproof until end of turn. Untap that creature. Until end of turn, it becomes a copy of up to one other target creature.