Inventory last scanned: 5/3/2026, 7:55:36 PM
Sorcery
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 — • Create a 2/2 green and white Elf Knight creature token with vigilance. • Destroy target artifact or enchantment.
Instant
Search your library for a basic land card, reveal that card, put it into your hand, then shuffle. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Sorcery
Choose exactly two creatures you control. You draw X cards and the chosen creatures get +X/+X and gain trample until end of turn, where X is the difference between the chosen creatures' powers.
Land
This land enters tapped unless you control a Swamp. {T}: Add {B}. {B}, {T}: Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Creature — Kor Warrior
When this creature enters, create a 1/1 white Kor Warrior creature token for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) At the beginning of combat on your turn, if you have a full party, creatures you control get +1/+0 and gain indestructible until end of turn.
Legendary Creature — Human Knight Mercenary
Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn. Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. When enchanted creature dies, return that card to its owner's hand.
Legendary Creature — Goblin
At the beginning of your upkeep, you may return this card from your graveyard to your hand.
Artifact — Equipment
Flash When this Equipment enters, attach it to target creature you control. That creature gains first strike until end of turn. Equipped creature gets +1/+0. Equip {3}
Enchantment — Aura
Enchant land Enchanted land has "{T}: Create a 1/1 green Squirrel creature token."
Enchantment
When this enchantment enters, create a 1/1 green Squirrel creature token. Whenever a nontoken creature you control dies, you may pay {1}. If you do, return this enchantment to its owner's hand.
Creature — Human Druid
{1}{G}, Sacrifice a land: Create two 1/1 green Squirrel creature tokens. {1}{G}, Sacrifice a land: Squirrel creatures get +1/+1 until end of turn.
Legendary Creature — Dwarf Advisor
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
Artifact
{1}: Untap this artifact. {2}, {T}: You gain 1 life. {3}, {T}: Untap target creature. {4}, {T}: Tap target creature. {5}, {T}: Draw a card.
Legendary Artifact
When Staff of Eden enters, put target legendary permanent card not named Staff of Eden, Vault's Key from a graveyard onto the battlefield under your control. {T}: Draw a card for each permanent you control but don't own.
Artifact — Equipment
Equipped creature gets +X/+X, where X is the number of Forests you control. Whenever equipped creature attacks, create a 1/1 green Forest Dryad land creature token. (It's affected by summoning sickness.) Equip {3}
Artifact
{3}, {T}: Target creature gets -2/-0 until end of turn.
Artifact
Whenever you cast a black spell or a Swamp you control enters, you gain 1 life.
Artifact
Whenever you cast a white spell or a Plains you control enters, you gain 1 life.
Land
{T}: Add {C}. {6}: This land becomes a 3/3 Elemental artifact creature that's still a land. (This effect lasts indefinitely.)
Creature — Human Soldier
Vigilance Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control gain indestructible until end of turn.
Creature — Human Soldier
When this creature enters, the Ring tempts you. Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
Enchantment
When a player casts a spell, sacrifice this enchantment. If you do, each of that player's opponents draws three cards.
Legendary Creature — Human Warrior
When Stangg enters, create Stangg Twin, a legendary 3/4 red and green Human Warrior creature token. Exile that token when Stangg leaves the battlefield. Sacrifice Stangg when that token leaves the battlefield.
Creature — Human Warrior
Menace Whenever this creature attacks, choose up to one target nonland permanent. Its controller may sacrifice it. If they don't, this creature deals 5 damage to that player. Blitz {3}{R} (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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.
Artifact
This artifact enters tapped. {T}: Add one mana of any color that a basic land you control could produce.
Sorcery
Destroy target land. Star of Extinction deals 20 damage to each creature and each planeswalker.
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.
Creature — Angel
Flying When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle. Warp {1}{W} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Enchantment
At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield. As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
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.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature you control When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) Enchanted creature gets +1/+1.
Land
{T}: Add {C}. {W}, {T}, Sacrifice a Cleric creature: You gain life equal to the sacrificed creature's toughness. {B}, {T}, Sacrifice a Cleric creature: Target player loses life equal to the sacrificed creature's power.
Creature — Bat Cleric
Flying At the beginning of your end step, if you gained or lost life this turn, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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.
Instant
Starstorm deals X damage to each creature. Cycling {3} ({3}, Discard this card: Draw a card.)
Creature — Leviathan
Whenever a creature you control deals combat damage to a player, you may draw that many cards. Warp {2}{U}{U} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Enchantment
Flash (You may cast this spell any time you could cast an instant.) When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield.
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}.
Instant // Instant
Instant
Counter target spell. If you control a blue creature, draw a card, then discard a card.
Creature — Dwarf Soldier
Instant
Target creature gains protection from the color of your choice until end of turn.
Sorcery
Put two +1/+1 counters on target creature you control. That creature can't be blocked this turn.
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.