Inventory last scanned: 4/30/2026, 7:05:28 PM
Sorcery
Exile all creatures you control, then reveal cards from the top of your library until you reveal that many creature cards. Put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.
Legendary Creature — Human Assassin
Menace When Massacre Girl enters, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.
Legendary Creature — Human Assassin
Menace Creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.) Whenever a creature an opponent controls dies, if its toughness was less than 1, draw a card.
Creature — Elf Wizard
Each other creature you control enters with a number of additional +1/+1 counters on it equal to this creature's power and as a Mutant in addition to its other types.
Legendary Enchantment — Background
Commander creatures you own have "This creature enters with an additional +1/+1 counter on it" and "Other creatures you control enter with an additional +1/+1 counter on them."
Artifact Creature — Human Artificer
{U}, {T}, Return an artifact you control to its owner's hand: You may put an artifact card from your hand onto the battlefield.
Instant
Cast this spell only before attackers are declared. You choose which creatures attack this turn. You choose which creatures block this turn and how those creatures block.
Creature — Zombie Wizard
When this creature enters, 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.) At the beginning of your upkeep, if this card is in your graveyard, you may pay 1 life. If you do, return it to your hand.
Artifact Creature — Vedalken Wizard
Master of Etherium's power and toughness are each equal to the number of artifacts you control. Other artifact creatures you control get +1/+1.
Creature — Sphinx
Flying Whenever this creature deals combat damage to a player, choose a card in your hand. That player guesses whether the card's mana value is greater than 4. If the player guessed wrong, you may cast the card without paying its mana cost.
Creature — Sphinx Wizard
Flying When this creature enters, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have this creature's base power and toughness become 4/1 or 1/4 until end of turn.
Creature — Merfolk
Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
Sorcery
Choose one — • Search your library for a card, put it into your hand, then shuffle. • Put a card you own from outside the game into your hand.
Enchantment
Whenever a permanent you control is turned face up, you gain 1 life for each creature you control. {3}{W}: Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Artifact Creature — Masticore
At the beginning of your upkeep, sacrifice this creature unless you discard a card. {2}: This creature deals 1 damage to target creature. {2}: Regenerate this creature.
Sorcery — Lesson
Create a 1/1 white Ally creature token. Put a +1/+1 counter on it for each creature your opponents control.
Legendary Creature — Human Warlock
Whenever you scry or surveil, draw a card. (Draw after you scry or surveil.)
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.) Equip {2}{W}{W}
Creature — Human Warrior
Trample When this creature enters or dies, for each kind of counter on target permanent or player, give that permanent or player another counter of that kind.
Instant
Undergrowth — Search your library for a black card with mana value less than or equal to the number of creature cards in your graveyard, reveal it, put it into your hand, then shuffle.
Creature — Spirit
Flying Whenever another Spirit you control enters, this creature gets +1/+1 until end of turn. Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays {X}, where X is this creature's power.
Legendary Creature — Bird Advisor
Flying {0}: You may cast target instant or sorcery card from your graveyard this turn. If that spell doesn't target a creature you control, it costs {8} more to cast this way. If that spell would be put into your graveyard, exile it instead. Activate only once each turn. (You still pay the spell's costs. Timing rules for the spell still apply.)
Legendary Creature — Vampire Cleric
Whenever one or more nontoken Vampires you control attack, create a 1/1 white Vampire creature token with lifelink.
Creature — Tyranid
Ravenous (This creature enters with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.) Terror from the Deep — When this creature enters, it fights up to one target creature an opponent controls. If that creature would die this turn, exile it instead.
Sorcery
Target creature gets +1/+1 and gains haste until end of turn. 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.)
Legendary Creature — Human Knight
Trample When Maximus enters, you may search your library for an Equipment card with mana value 2, reveal it, put it into your hand, then shuffle. {1}, Sacrifice an artifact: You get {E}{E} (two energy counters).
Creature — Devil
Whenever a player sacrifices a permanent, this creature deals 1 damage to any target.
Artifact
{1}, Sacrifice this artifact: Draw a card. {2}{G}, Sacrifice this artifact: Target creature you control gets +3/+3 and gains trample until end of turn. Draw a card. Activate only as a sorcery.
Enchantment — Aura
Flash Enchant creature When this Aura enters, if enchanted creature has toxic, that creature gains hexproof until end of turn. Enchanted creature gets +2/+2.
Artifact — Book
{T}, Put a page counter on this artifact: Scry 1. (Look at the top card of your library. You may put that card on the bottom.) {2}, {T}, Put a page counter on this artifact: Draw a card. When there are four or more page counters on this artifact, exile it. If you do, you gain 4 life.
Legendary Creature — Insect Shaman
Flying Whenever a player sacrifices another permanent, put a +1/+1 counter on each creature you control.
Enchantment — Room // Enchantment — Room
Artifact Creature — Human Robot Villain
When this creature enters, exile up to one target card from a graveyard. Target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Artifact Creature — Robot Ninja
When this creature enters, create a 1/1 colorless Robot artifact creature token.
Artifact
{1}, {T}, Discard a card: Regenerate target creature.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Scry 2. II — Choose a card name. III — When you cast a spell with the chosen name for the first time this turn, draw two cards. IV — Look at the top card of each player's library.
Enchantment
{1}{R}: You may put a creature card with total power and toughness 5 or less from your hand onto the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice that creature.
Sorcery
Exile the top ten cards of your library. You may cast spells with exactly three colors from among them this turn. Add {W}{W}{U}{U}{B}{B}{R}{R}{G}{G}. Spend this mana only to cast spells with exactly three colors.
Creature — Beast
Vigilance, trample Whenever this creature blocks a creature, this creature deals damage to that creature's controller equal to this creature's power.
Creature — Phyrexian Wizard
When this creature enters, put up to one target instant or sorcery card from your graveyard on top of your library.
Creature — Human Wizard
{2}{U}, {T}: The controller of target instant or sorcery spell copies it. That player may choose new targets for the copy.
Legendary Creature — Moonfolk Wizard
Flying {1}, Return a land you control to its owner's hand: Create a 1/1 blue Illusion creature token with flying.
Sorcery
Destroy each artifact with mana value X or less.
Artifact Creature — Construct
Land
This land enters tapped. {T}: Add {B}. {2}{B}, {T}, Sacrifice this land: Return target creature card from your graveyard to your hand.
Land
This land enters tapped. {T}: Add {U}. {4}{U}, {T}, Sacrifice this land: Draw two cards.
Land
This land enters tapped. {T}: Add {W}. {3}{W}, {T}, Sacrifice this land: Create two 1/1 white Soldier creature tokens.
Land
This land enters tapped. {T}: Add {G}. {2}{G}, {T}, Sacrifice this land: Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Then put the rest on the bottom of your library in a random order.
Land
This land enters tapped. {T}: Add {R}. {4}{R}, {T}, Sacrifice this land: Destroy target land.
Sorcery
Choose a nonland card name. Search target player's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles.
Instant
Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order. Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)