Inventory last scanned: 5/2/2026, 7:05:06 PM
Creature — Merfolk Scout
Vigilance When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Creature — Merfolk Scout
When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Instant
Put a +1/+1 counter on target creature and a +1/+1 counter on up to one target Merfolk.
Creature — Beast
Whenever this creature or another permanent enters from a graveyard, draw a card. Whenever a player casts a spell from a graveyard, draw a card. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature — Serpent
This creature can't attack unless there are five or more cards in your graveyard. Cycling {U} ({U}, Discard this card: Draw a card.)
Creature — Merfolk Warrior
This creature can't be blocked. Whenever another Merfolk you control enters, this creature gets +1/+1 until end of turn.
Sorcery
Return all nonland permanents target player controls to their owner's hand.
Instant
Target creature gets +2/+2 and gains first strike until end of turn. Untap it.
Creature — Merfolk Wizard
When this creature enters, draw three cards, then put two cards from your hand on top of your library in any order.
Enchantment
Whenever you sacrifice a creature, you may return target creature card with lesser mana value from your graveyard to the battlefield tapped. Do this only once each turn.
Instant // Sorcery
Sorcery
Choose one — • Return target permanent card from your graveyard to your hand. • Put your commander into your hand from the command zone. Entwine {2} (Choose both if you pay the entwine cost.)
Creature — Spirit
Flying When this creature enters, return up to one target non-Spirit creature to its owner's hand.
Enchantment — Room // Enchantment — Room
Sorcery
Roast deals 5 damage to target creature without flying.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has shroud. (It can't be the target of spells or abilities.)
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you draw that many cards. Equip {4} Equip Shaman, Warlock, or Wizard {1}
Creature — Bird Egg
Defender (This creature can't attack.) When this creature dies, create a 3/3 white Bird creature token with flying.
Creature — Goblin
You can't cast Rock Jockey if you've played a land this turn. You can't play lands if this creature was cast this turn.
Land
{T}: Add {C}. {T}: Add {R}. Spend this mana only to cast a creature spell. {R}, {T}: Target Lizard, Mouse, Otter, or Raccoon you control gets +1/+0 and gains haste until end of turn. Activate only as a sorcery.
Land
This land enters tapped unless you control two or more other lands. {T}: Add {R} or {G}.
Land
This land enters tapped. {T}, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Artifact
Whenever a player casts an instant or sorcery spell, exile it instead of putting it into a graveyard as it resolves. {X}, {T}, Sacrifice this artifact: You may cast any number of spells from among cards exiled with this artifact with total mana value X or less without paying their mana costs.
Artifact
{3}, {T}: This artifact deals 1 damage to any target.
Sorcery
Reveal any number of green cards in your hand. Return an enchantment card from your graveyard to your hand for each card revealed this way.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled. {1}{U}{B}: Level 2 Creatures you control have menace. {2}{U}{B}: Level 3 You may play cards exiled with this Class, and you may spend mana as though it were mana of any color to cast those spells.
Creature — Elephant
When this creature enters, sacrifice it unless you sacrifice a Forest.
Creature — Human Rogue Mercenary
Flying At the beginning of your upkeep, put a wage counter on this creature. You may pay {2} for each wage counter on it. If you don't, remove all wage counters from this creature and an opponent gains control of it.
Land
{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.
Instant
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Destroy target land, then Roiling Terrain deals damage to that land's controller equal to the number of land cards in that player's graveyard.
Enchantment
At the beginning of each player's upkeep, this enchantment deals 1 damage to them. Whenever a player casts a spell, if no mana was spent to cast that spell, this enchantment deals 5 damage to that player. {R}: Your opponents can't gain life this turn.
Artifact — Vehicle
This Vehicle gets +1/+1 for each Hamster you control. Whenever this Vehicle attacks, create three 1/1 red Hamster creature tokens, then it deals X damage to any target, where X is the number of Hamsters you control. Crew 3
Sorcery
Rolling Thunder deals X damage divided as you choose among any number of targets.
Artifact — Equipment
Equipped creature gets +2/+1. Whenever a creature you control enters, attach this Equipment to that creature. Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Shapeshifter
Changeling (This card is every creature type.) Flying When this creature enters, exile up to two target cards from graveyards. You gain 3 life.
Artifact Creature — Construct
Flying Whenever another artifact you control enters, you may draw a card. If you do, discard a card.
Instant
Until end of turn, target creature gets +0/+2 and another target creature gets -2/-0.
Sorcery
Destroy target artifact or enchantment. Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Instant
Prevent all combat damage that would be dealt this turn.
Instant
Populate. Creatures you control gain indestructible until end of turn. (To populate, create a token that's a copy of a creature token you control.)
Land
This land enters tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}.
Creature — Plant Horror
{T}: Add one mana of any color. {T}: Add two mana of any one color. Spend this mana only to cast spells from your graveyard. {G}{U}, {T}, Exile this creature: Return target card with flashback you own from exile to your hand.
Creature — Satyr Scout
{T}: Add {G}. {1}, {T}: Add one mana of any color.
Enchantment
As this enchantment enters, choose Island or Swamp. Whenever a land of the chosen type an opponent controls becomes tapped, you gain 1 life.
Creature — Elf Druid
When this creature enters, each opponent may search their library for up to three basic land cards. They each put one of those cards onto the battlefield tapped under your control and the rest onto the battlefield tapped under their control. Then each player who searched their library this way shuffles.
Legendary Creature — Giant Shaman
{T}: Add {C}{C}{C}{C}. Spend this mana only on costs that contain {X}.
Legendary Creature — Halfling Peasant
When Rosie Cotton enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Whenever you create a token, put a +1/+1 counter on target creature you control other than Rosie Cotton.
Creature — Plant Skeleton
This creature can't block. {2}{B}{G}, Mill four cards: Return this card from your graveyard to the battlefield. Activate only as a sorcery.
Creature — Demon
Trample Decayed (This creature can't block. When it attacks, sacrifice it at end of combat.) Renew — {X}{B}{B}, Exile this card from your graveyard: Put a decayed counter on each of X target creatures. Activate only as a sorcery.
Creature — Mouse Raccoon
Trample Whenever you expend 4, target creature you control gets +1/+1 and gains trample until end of turn. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
Sorcery
You may cast this spell as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) Destroy all creatures. They can't be regenerated.