Inventory last scanned: 4/26/2026, 9:14:11 PM
Creature — Frog Beast
Reach (This creature can block creatures with flying.) {1}{G}: This creature can block an additional creature this turn.
Legendary Enchantment Creature — Harpy
Flying At the beginning of your end step, you may exile an enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
Sorcery
Exile all permanents. You discard your hand.
Artifact
{2}, {T}, Sacrifice this artifact: Destroy all nontoken permanents with a name originally printed in the Homelands expansion. They can't be regenerated.
Creature — Demon
Flying Apocalypse Demon's power and toughness are each equal to the number of cards in your graveyard. At the beginning of your upkeep, tap this creature unless you sacrifice another creature.
Instant
({W/P} can be paid with either {W} or 2 life.) Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn.
Creature — Elephant
Vigilance (Attacking doesn't cause this creature to tap.) When this creature enters, choose one — • Put two +1/+1 counters on target creature you control. • You gain 4 life.
Instant
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.) One or two target creatures each get +2/+1 until end of turn.
Instant
Destroy target artifact or enchantment. You gain 2 life.
Sorcery
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
Legendary Creature — Human Detective
Whenever April deals combat damage to a player, draw that many cards, then discard a card.
Creature — Elemental Beast
Discard a card: Switch this creature's power and toughness until end of turn.
Enchantment
When this enchantment enters, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.) {3}{U}: Target Merfolk can't be blocked this turn.
Enchantment — Aura
Flash 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/+2.
Artifact — Vehicle
Menace Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Creature — Human Noble
Vigilance, lifelink When Aragorn enters, you become the monarch. Whenever Aragorn attacks, up to one target creature can't block this turn. If you're the monarch, creatures can't block this turn.
Legendary Creature — Cat Avatar
Other Cats you control get +1/+1. Whenever Arahbo or another nontoken Cat you control enters, create a 1/1 white Cat creature token.
Creature — Human Warrior
Double strike Whenever this creature enters or attacks, another target Warrior creature you control gains double strike until end of turn.
Legendary Enchantment Creature — Spider
Reach Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
Creature — Sphinx
Flying Inspired — Whenever this creature becomes untapped, reveal the top card of your library. If it's an artifact, creature, or land card, you may put it onto the battlefield with a manifestation counter on it. That permanent is an enchantment in addition to its other types.
Creature — Giant
Reach {3}{G}{G}{G}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, destroy target creature with flying an opponent controls.
Creature — Elf Druid
{T}: Untap target Forest.
Creature — Sloth Beast
Reach When this creature enters, you may put a land card from your hand onto the battlefield tapped.
Legendary Creature — Elder Dragon
Flying, vigilance Whenever a creature you control with defender enters, draw a card. Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
Creature — Human Wizard
{2}{U}, {T}: Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card. When this creature leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying.
Instant
Look at the top four cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Flashback {3}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Enchantment
Instant and sorcery spells cost {2} less to cast.
Land
This land enters tapped. {T}: Add {W}, {U}, or {B}.
Legendary Creature — Wizard
{T}: Draw three cards. {2}{U}{U}: Return Arcanis to its owner's hand.
Artifact Creature — Golem
Modular 3 (This creature enters with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Soldier
{T}, Remove X +1/+1 counters from this creature: It deals X damage to target attacking or blocking creature. Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Assembly-Worker
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Dragon
Flying {R}: This creature gets +1/+0 until end of turn. Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Construct
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Land
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) {T}: Add {C}. {5}, {T}: Draw a card. Activate only if you have the city's blessing.
Creature — Angel
Flying, vigilance
Sorcery
You gain 2 life for each card in your graveyard, then shuffle your graveyard into your library.
Creature — Demon
Flying Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Demon
Flying When this creature enters, creatures your opponents control get -2/-2 until end of turn. Unearth {3}{B}{B} ({3}{B}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature — Phyrexian Demon
Flying This creature enters with four oil counters on it. At the beginning of your upkeep, remove an oil counter from this creature. Then if it has no oil counters on it, you lose the game. Whenever a creature an opponent controls dies, its controller loses 2 life.
Creature — Zombie Cleric
Whenever this creature or another Zombie you control dies, look at the top card of your library. If it's a Zombie card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Creature — Leviathan
Mutate {5}{U} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, tap up to X target creatures, where X is the number of times this creature has mutated. Those creatures don't untap during their controller's next untap step.
Creature — Elf Artificer Druid
Landfall — Whenever a land you control enters, you get {E} (an energy counter). Pay eight {E}: Create a 6/6 colorless Beast artifact creature token.
Artifact Creature — Human Wizard
When this creature enters, look at the top three cards of target player's library, then put them back in any order. Cycling {U/B} ({U/B}, Discard this card: Draw a card.)
Creature — Dragon Wizard
Flying Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) When this creature enters, scry 2.
Creature — Human Wizard
{T}: Draw a card.
Creature — Salamander Mount
Whenever this creature deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback {0} until end of turn instead if this creature is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile it.) Saddle 3