Inventory last scanned: 4/28/2026, 6:30:47 PM
Artifact Creature — Sphinx
Flying, lifelink Whenever you gain life, you get that many {E} (energy counters). {W}{U}{U}, {T}, Pay X {E}: Draw X cards.
Instant
You gain X life and draw X cards.
Legendary Creature — Spider Human Hero
Reach Whenever Spider-Gwen becomes tapped, you may discard a card. If you do, draw a card.
Legendary Creature — Spider Human Hero
Web-slinging {W} (You may cast this spell for {W} if you also return a tapped creature you control to its owner's hand.)
Land
{T}: Add {C}. {T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has protection from creatures.
Creature — Spirit Warrior
Whenever one or more cards leave your graveyard, put a +1/+1 counter on this creature, then you may have this creature become a copy of an artifact or creature card from among those cards until end of turn.
Enchantment
At the beginning of your end step, choose target permanent card in your graveyard. You may sacrifice a permanent that shares a card type with the chosen card. If you do, return the chosen card from your graveyard to the battlefield and it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else."
Instant
Spit Flame deals 4 damage to target creature. Whenever a Dragon you control enters, you may pay {R}. If you do, return this card from your graveyard to your hand.
Creature — Devil
During your turn, this creature has first strike. Whenever another creature dies, this creature deals 1 damage to target player or planeswalker.
Creature — Lizard
Landfall — Whenever a land you control enters, this creature deals 1 damage to each opponent.
Sorcery
Spitting Earth deals damage to target creature equal to the number of Mountains you control.
Token Creature — Frog Wizard
When this creature enters, tap up to one target creature and put a stun counter on it. (This token's mana cost is {3}{U}.)
Sorcery
Return all land cards from your graveyard to the battlefield tapped.
Sorcery
Choose one — • Destroy all tapped creatures. • Destroy all untapped creatures.
Artifact Creature — Toy
When this creature enters, draw a card. Then discard a card unless you control another creature with power 2 or less.
Creature — Elf Druid
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Legendary Creature — Goblin
At the beginning of your upkeep, you may return this card from your graveyard to your hand.
Artifact
{T}, Pay 1 life: Destroy target permanent you own. {T}, Pay 2 life: Add one mana of any color. {T}, Pay 3 life: Proliferate. {T}, Pay 4 life: Draw a card. {5}: Untap this artifact.
Artifact
When this artifact enters, create a 1/1 white Spirit creature token with flying. Whenever you create one or more creature tokens, put a story counter on this artifact. {W}, {T}, Remove a story counter from this artifact: Draw a card.
Creature — Cat
This creature can't be blocked by more than one creature.
Creature — Avatar
Haste Whenever another creature you control dies, it deals damage equal to its power to target player or planeswalker.
Instant
Target creature gets +2/+2 until end of turn. If it's an Ally, 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
{1}, Reveal Standard Procedure from your hand: Choose an instant or sorcery card with mana value 3 or less currently legal in the Standard format. Standard Procedure becomes that card until end of turn.
Creature — Bat Cleric
Flying At the beginning of your end step, if you gained or lost life this turn, look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Human Cleric
Enchantment spells you cast cost {1} less to cast. Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on this creature.
Artifact — Equipment
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, when it enters, they create a tapped 1/1 blue Fish creature token.) When this Equipment enters, if the gift was promised, attach this Equipment to target creature you control. Equipped creature gets +3/+3 and loses flying. Equip {3}
Sorcery
Look at twice X cards from the top of your library. Put X cards from among them into your hand and the rest into your graveyard. You lose X life.
Token Creature — Bat Cleric
Flying This creature can't block. Whenever you gain life, each opponent loses 1 life. (This token's mana cost is {1}{B}.)
Creature — Bat Warlock
Flying, vigilance At the beginning of your end step, if you gained or lost life this turn, target opponent loses 3 life unless they sacrifice a nonland permanent of their choice or discard a card.
Sorcery
Surveil 2, then draw a card. You may planeswalk. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. You get {E}{E} (two energy counters). At the beginning of your first main phase, sacrifice this enchantment unless you pay {E}.
Artifact Creature — Dragon
Flying {2}: This creature gets +1/+0 until end of turn. {X}: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
Artifact Creature — Construct
{T}: Put a +1/+1 counter on each artifact creature you control.
Creature — Turtle Hydra
This creature enters with X +1/+1 counters on it. {2}{G}, Remove a +1/+1 counter from this creature: Destroy target artifact or enchantment.
Creature — Human Druid
When this creature enters, exile up to three target land cards from your graveyard. Creatures you control have all activated abilities of all land cards exiled with this creature.
Creature — Frog Warrior
Reach When this creature enters, return up to one other target permanent you control to its owner's hand.
Enchantment
At the beginning of your upkeep, mill three cards. Then if your library has no cards in it, exile this enchantment and put five cards from your graveyard on top of your library in any order.
Legendary Creature — Moogle
Lifelink {2}, {T}: Target opponent gains control of another target permanent you control. If they do, you draw a card.
Creature — Scorpion Dragon
Flying, trample This creature gets -1/-1 for each card in your hand. Plot {2}{R} (You may pay {2}{R} 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.)
Creature — Bird Bard
Flying, lifelink Repartee — Whenever you cast an instant or sorcery spell that targets a creature, put a +1/+1 counter on each creature you control.
Sorcery
Return target creature card from your graveyard to your hand. Threshold — Return that card from your graveyard to the battlefield instead if there are seven or more cards in your graveyard.
Creature — Zombie
When this creature enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.)
Enchantment
Whenever you put one or more +1/+1 counters on a creature you control, put a supply counter on this enchantment. {2}, Remove a supply counter from this enchantment: Draw a card.
Creature — Sphinx
Flash Flying This creature has hexproof as long as you haven't cast a spell this turn.