Inventory last scanned: 5/8/2026, 7:14:52 PM
Artifact
{T}, Pay 1 life: Destroy target permanent you own. {T}, Pay 2 life: Add one mana of any color. {T}, Pay 3 life: Proliferate. {T}, Pay 4 life: Draw a card. {5}: Untap this artifact.
Artifact
At the beginning of your upkeep, draw a card. {T}: This artifact deals 1 damage to any target.
Artifact
Whenever you cast a green spell or a Forest you control enters, you gain 1 life.
Creature — Human Soldier
When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn. Plot {3}{W} (You may pay {3}{W} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature — Human Assassin
{3}{U}, {T}: Tap target creature. {3}{B}, {T}: Destroy target tapped creature.
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
Defender Other creatures you control with defender get +0/+2.
Creature — Angel Warrior
You may pay {1}{W} and exile a creature card from your graveyard rather than pay this spell's mana cost. Flying
Enchantment — Aura
Enchant creature Enchanted creature has vigilance. Sacrifice this Aura: Regenerate enchanted creature.
Creature — Satyr
Trample At the beginning of each combat, if you control a creature with power 4 or greater, this creature gets +1/+1 until end of turn.
Artifact
{1}, {T}, Pay 1 life: Add one mana of any color.
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.
Legendary Creature — Human Warrior
Whenever Stangg attacks, create Stangg Twin, a legendary 3/4 red and green Human Warrior creature token. It enters tapped and attacking. For each Aura and Equipment attached to Stangg, create a token that's a copy of it attached to Stangg Twin. Sacrifice all tokens created this way at the beginning of the next end step.
Creature — Human Wizard
This creature enters with a +1/+1 counter on it. When this creature dies, put its counters on target creature you control.
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.
Legendary Creature — Human Hero
Flying When Starling enters, another target creature you control gains flying until end of turn.
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.
Creature — Pegasus
Flying Artifact and enchantment spells you cast cost {1} less to cast.
Sorcery
Create a 4/4 white Angel Warrior creature token with flying and vigilance. If this spell was foretold, create X of those tokens instead. Foretell {X}{X}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant
Starstorm deals X damage to each creature. Cycling {3} ({3}, Discard this card: Draw a card.)
Instant // Instant
Sorcery
Vehicles you control become artifact creatures until end of turn. Creatures you control get +2/+0 until end of turn.
Sorcery — Lesson
Choose one — • Start from Scratch deals 1 damage to any target. • Destroy target artifact.
Instant
Until end of turn, target creature becomes a blue Serpent with base power and toughness 4/4. Cycling {1} ({1}, Discard this card: Draw a card.)
Enchantment
Players skip their untap steps. At the beginning of your upkeep, sacrifice this enchantment unless you pay {U}.
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}.
Creature — Human Rebel
Vigilance (Attacking doesn't cause this creature to tap.)
Creature — Dwarf Knight
Lifelink
Creature — Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.) When this creature dies, put a +1/+1 counter on target creature you control.
Instant
Untap target creature. It gets +1/+4 and gains reach until end of turn.
Enchantment — Aura
Enchant artifact You control enchanted artifact.
Enchantment — Aura
Enchant enchantment You control enchanted enchantment.
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.
Creature — Weird Detective
Flying, vigilance When this creature enters, draw two cards. Then discard two cards unless you discard an instant or sorcery card or a creature card with flying.
Creature — Goblin Rigger
Other Riggers you control get +1/+0 and have haste. If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead.
Artifact Creature — Golem
You can't cast creature spells.
Creature — Elf Knight
This creature can't be blocked by creatures with power 2 or less.
Instant
Choose one — • Counter target artifact spell. • Return target artifact to its owner's hand.
Artifact
When this artifact enters, it deals 5 damage to target creature. {1}{R}, Discard this card: Destroy target artifact.
Enchantment — Aura
Enchant creature As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.) As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
Instant
Steer Clear deals 2 damage to target attacking or blocking creature. Steer Clear deals 4 damage to that creature instead if you controlled a Mount as you cast this spell.
Sorcery
Stensia Banquet deals damage to target opponent or planeswalker equal to the number of Vampires you control. Draw a card.
Land
{T}: Add {C}. {3}{B}{R}, {T}: This land deals 2 damage to target player or planeswalker.
Enchantment
Attacking creatures you control have first strike. Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it. Madness {2}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Sorcery
Each player may shuffle their hand and graveyard into their library. Each player who does draws seven cards. Exile Step Between Worlds. Plot {4}{U}{U} (You may pay {4}{U}{U} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Artifact Creature — Dog
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.)
Creature — Human Mercenary
{2}, {T}: Tap target non-Mount creature.
Creature — Bird Soldier
Flying When this creature enters, put a +1/+1 counter on another target creature you control.
Instant
Return target creature or enchantment an opponent controls to its owner's hand.
Creature — Elemental Shaman
Wither (This deals damage to creatures in the form of -1/-1 counters.) Whenever this creature deals damage to a player, that player can't gain life for the rest of the game.
Enchantment
At the beginning of your upkeep, mill three cards. Then if your library has no cards in it, exile this enchantment and put five cards from your graveyard on top of your library in any order.
Enchantment
When this enchantment enters, create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") Sacrifice a Treasure: Create a 1/1 green and white Citizen creature token.
Creature — Scorpion Dragon
Flying, trample This creature gets -1/-1 for each card in your hand. Plot {2}{R} (You may pay {2}{R} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)