Inventory last scanned: 5/8/2026, 7:14:52 PM
Creature — Phyrexian Warlock
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When this creature dies, create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This token can't block."
Enchantment Creature — Fish
Whenever you cast your first spell during each opponent's turn, you may tap or untap target nonland permanent.
Creature — Imp
Flying Whenever this creature deals combat damage to a creature, destroy that creature. Dredge 5 (If you would draw a card, you may mill five cards instead. If you do, return this card from your graveyard to your hand.)
Land
This land enters tapped. {T}: Add {G} or {W}. {1}{G}{W}: Until end of turn, this land becomes a 3/4 green and white Elemental creature with reach. It's still a land.
Creature — Homunculus
{1}{U}, {T}: Create a 2/2 blue Homunculus creature token, then sacrifice a creature.
Creature — Angel
Flying, vigilance Players can't untap more than one creature during their untap steps.
Creature — Dwarf Peasant
When this creature enters, search your library for a basic Plains card and reveal it. If an opponent controls more lands than you, put it onto the battlefield tapped. Otherwise, put it into your hand. Then shuffle. Foretell {1}{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.)
Creature — Sphinx
Flash Flying This creature has hexproof as long as you haven't cast a spell this turn.
Sorcery
Create a token that's a copy of target artifact or creature. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Instant
Choose target creature you control and target Equipment. Gain control of that Equipment until end of turn. Attach it to the chosen creature. When you lose control of that Equipment this turn, if it's attached to a creature you control, unattach it.
Sorcery
Return target creature with mana value X to its owner's hand. You create X 1/1 blue Faerie creature tokens with flying.
Artifact
Spells you cast cost {1} less to cast.
Artifact Creature — Golem
Instant — Trap
This spell costs {1} less to cast for each attacking creature. Create a 6/12 colorless Construct artifact creature token with trample. Exile it at the beginning of your next end step.
Sorcery
Destroy target land.
Creature — Spirit Advisor
Whenever one or more cards leave your graveyard, scry 1.
Creature — Spirit Bird
Flying {4}, Exile a card from your graveyard: Target creature gains flying until end of turn.
Creature — Merfolk Wizard
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Merfolk spells and Wizard spells you cast cost {1} less to cast.
Enchantment — Aura
Flash Enchant artifact or creature When this Aura enters, tap enchanted permanent. Enchanted permanent loses all abilities and doesn't untap during its controller's untap step.
Artifact
As long as this artifact is untapped, each player chooses artifact, creature, or land during their untap step. That player can untap only permanents of the chosen type this step.
Creature — Elemental
Flying {U}, Exile the top card of your library: Tap target creature with flying. {U}, Exile the top card of your library: If the exiled card is a snow land, this creature gets +1/+1 until end of turn.
Creature — Orc Pirate
Raid — When this creature enters, if you attacked this turn, target opponent sacrifices a permanent of their choice.
Creature — Human Shaman
Haste When this creature enters, return any number of Aura cards from your graveyard to the battlefield attached to creatures you control. Exile those Auras at the beginning of your next end step. If those Auras would leave the battlefield, exile them instead of putting them anywhere else.
Instant
Storm Seeker deals damage to target player equal to the number of cards in that player's hand.
Sorcery
Storm's Wrath deals 4 damage to each creature and each planeswalker.
Enchantment
{2}, Discard a card at random: This enchantment deals 2 damage to any target.
Creature — Human Berserker
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters with two +1/+1 counters on it.) Menace (This creature can't be blocked except by two or more creatures.)
Creature — Spirit
Flying This creature can block only creatures with flying. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Creature — Bird
Flying White spells and black spells you cast cost {1} less to cast.
Creature — Human Wizard
{W}{W}, {T}: Target creature gains protection from the color of your choice until end of turn. {B}{B}, {T}: Target player loses 2 life and you gain 2 life.
Creature — Elemental
This spell costs {2}{U} less to cast if you've cast an instant or sorcery spell this turn. Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, scry 2.
Creature — Dwarf Cleric
Lifelink
Instant
Choose one — • Put two +1/+1 counters on target creature you control. • Put two lore counters on target Saga you control. The next time one or more enchantment creatures you control enter this turn, each enters with two additional +1/+1 counters on it.
Enchantment
{B}{B}, Pay 2 life, Sacrifice a Swamp: Return target creature card from your graveyard to the battlefield.
Sorcery
Strangle deals 3 damage to target creature or planeswalker.
Creature — Spirit
Haste Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Artifact — Equipment
Imprint — When this Equipment enters, search your library for a land card, exile it, then shuffle. Equipped creature gets +1/+1 for each land on the battlefield with the same name as the exiled card. Equip {3}
Artifact Creature — Beast
Domain — This spell costs {1} less to cast for each basic land type among lands you control. Trample
Sorcery
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
Creature — Djinn Monk
Flying Megamorph {1}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When this creature is turned face up, counter target instant or sorcery spell.
Sorcery
Target player gains X life.
Creature — Wraith
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Cycling—Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)
Instant
Multikicker {1} (You may pay an additional {1} any number of times as you cast this spell.) Choose target creature, then choose another target creature for each time this spell was kicked. Put X +1/+1 counters on each of them.
Artifact — Equipment
Equipped creature gets +1/+1 and has haste. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Serpent
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Cycling {U} ({U}, Discard this card: Draw a card.)
Artifact
{T}: Add {C}. Put a point counter on this artifact. Whenever a creature deals combat damage to you, remove a point counter from this artifact. Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
Creature — Zombie Knight
Protection from white {B}: This creature gains flying until end of turn. {B}{B}: This creature gets +1/+0 until end of turn.
Creature — Human Rogue
Whenever this creature attacks and isn't blocked, you may have defending player play with their hand revealed for as long as this creature remains on the battlefield. If you do, this creature assigns no combat damage this turn.
Creature — Vampire Soldier
First strike Other Vampire creatures you control get +1/+1 and have first strike.
Creature — Vampire Horror
Trample Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card. Madness {1}{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.)
Enchantment
Kicker {G} and/or {W} (You may pay an additional {G} and/or {W} as you cast this spell.) When this enchantment enters, you gain 3 life for each time it was kicked. Whenever one or more creatures you control deal combat damage to a player, you may reveal the top card of your library and put it into your hand. If you do, you lose life equal to its mana value.