Inventory last scanned: 5/4/2026, 7:49:39 PM
Creature — Wall
Defender
Creature — Wall
Defender (This creature can't attack.) {G}, Sacrifice a Wall: Draw a card.
Creature — Wall
Defender When this creature enters, draw a card.
Creature — Wall
Defender (This creature can't attack.) Flying At the beginning of each end step, if this creature was dealt damage this turn, put a +0/+1 counter on it.
Creature — Plant Wall
Defender Put a -0/-1 counter on this creature: Add {G}. Activate only once each turn.
Creature — Wall
Defender (This creature can't attack.) When this creature enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Wall
Defender (This creature can't attack.) Prevent all damage that would be dealt to this creature by creatures it's blocking. This creature can't be the target of spells that can target only Walls or of abilities that can target only Walls.
Creature — Wall
Defender (This creature can't attack.) Flying
Artifact Creature — Wall
Defender {G}: This creature gains reach until end of turn. (It can block creatures with flying.)
Creature — Wall
Defender (This creature can't attack.) Prevent all damage that would be dealt to this creature by creatures it's blocking.
Creature — Plant Wall
Defender (This creature can't attack.) Reach (This creature can block creatures with flying.)
Sorcery
Target creature you control deals damage equal to its power to each other creature. Until end of turn, whenever a creature you control dies, exile the top card of your library. You may play it until the end of your next turn.
Legendary Creature — Bird Spirit
Flash Flying, vigilance When Wan Shi Tong enters, put X +1/+1 counters on him. Then draw half X cards, rounded down. Whenever an opponent searches their library, put a +1/+1 counter on Wan Shi Tong and draw a card.
Sorcery
Return up to two target creature cards from your graveyard to your hand. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Merfolk Cleric
Whenever this creature becomes tapped, you gain 2 life.
Sorcery
Exile target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Artifact
{1}, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Creature — Horror
Flying When this creature enters, look at the top six cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Spirit
Flying This creature can block only creatures with flying.
Creature — Raccoon Bard
Whenever you expend 4, put a +1/+1 counter on this creature. (You expend 4 as you spend your fourth total mana to cast spells during a turn.) {T}: Add {R} or {G}.
Creature — Merfolk Wizard
Whenever this creature becomes tapped, target creature an opponent controls gets -3/-0 until end of turn.
Kindred Sorcery — Merfolk
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.) Return one or two target nonland permanents to their owners' hands. Then if you control a Merfolk, create a 1/1 white and blue Merfolk creature token for each permanent returned to its owner's hand this way.
Creature — Griffin
Flying When this creature dies, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Creature — Human Pirate
When this creature dies, target opponent creates two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Elemental
When this creature enters, sacrifice it unless an opponent was dealt damage this turn. Whenever an opponent is dealt damage, put that many +1/+1 counters on this creature.
Creature — Human Cleric
When this creature enters, you may destroy target enchantment.
Enchantment — Aura
Enchant creature When this Aura enters, target creature an opponent controls can't block this turn. Enchanted creature gets +1/+1 and has haste.
Creature — Beast
Whenever this creature or another creature you control with power 4 or greater dies, amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Enchantment — Aura
Enchant creature you control When this Aura enters, enchanted creature fights up to one target creature you don't control. (Each deals damage equal to its power to the other.) Enchanted creature gets +0/+2.
Creature — Phoenix
Flying, haste Whenever you attack with three or more creatures, you may pay {2}{R}. If you do, return this card from your graveyard to the battlefield tapped and attacking.
Enchantment — Aura
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature As this Aura enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura.
Creature — Wall
Defender (This creature can't attack.) Attacking creatures you control get +1/+0.
Creature — Bird Wizard
Flying Creature spells with flying you cast cost {1} less to cast.
Creature — Human
{1}{W/B}: This creature becomes a Human Warrior with base power and toughness 3/3. {2}{W/B}{W/B}: If this creature is a Warrior, it becomes a Human Spirit Warrior with trample and lifelink. {3}{W/B}{W/B}{W/B}: If this creature is a Spirit, put five +1/+1 counters on it.
Creature — Human Soldier
As long as this creature has three or more counters on it, it has flying and vigilance. Tap three untapped artifacts and/or creatures you control: Put a +1/+1 counter on this creature. Scry 1. Activate only as a sorcery.
Creature — Dragon
Flying As long as this creature is attacking, defending player can't cast spells.
Creature — Human Pirate
Flying Whenever this creature attacks, target creature defending player controls loses all abilities and has base power and toughness 0/1 until end of turn.
Instant
Warleader's Helix deals 4 damage to any target and you gain 4 life.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) At the beginning of your end step, if a creature died this turn, each opponent loses 1 life. {1}{B}: Level 2 When this Class becomes level 2, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. {6}{B}: Level 3 At the beginning of your end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
Instant
({C} represents colorless mana.) Choose one — • Exile target creature with power or toughness 1 or less. • Counter target sorcery spell. • Create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add {C}."
Instant // Sorcery
Creature — Rabbit Cleric
{3}{W}: Creatures you control get +1/+1 until end of turn.
Creature — Zombie Goblin Wizard
Pay 1 life, Sacrifice another creature: Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Rabbit Knight
Offspring {2} (You may pay an additional {2} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Whenever you attack, choose one — • Create a 1/1 white Rabbit creature token that's tapped and attacking. • Attacking creatures you control get +1/+1 until end of turn.
Instant
Until end of turn, up to two target creatures you control each gain "Whenever this creature deals combat damage to a player, draw a card."
Enchantment
Whenever a creature you control enters, it deals damage equal to its power to any target.
Creature — Kithkin Citizen
At the beginning of your end step, if another creature entered the battlefield under your control this turn, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Instant
Cleave {1}{U}{U} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Counter target spell [that wasn't cast from its owner's hand].
Sorcery
Return all permanents of the color of your choice to their owners' hands.
Creature — Scorpion
Deathtouch Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Eldrazi Processor
Devoid (This card has no color.) When this creature enters, you may put a card an opponent owns from exile into that player's graveyard. If you do, target creature gets -3/-3 until end of turn.
Land
{T}: Add {G}. {T}: Add {B}. Activate only if you control a Swamp or a Forest.