Inventory last scanned: 5/8/2026, 7:14:52 PM
Artifact Land
{T}: Add {C}. {X}{X}, {T}, Sacrifice this land: Create X Treasure tokens.
Creature — Thrull
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever this creature attacks, you may return target artifact, creature, or enchantment card from your graveyard to your hand.
Artifact Land
{T}: Add {G}.
Creature — Elf Scout
This creature can't be blocked except by creatures with flying.
Land
This land enters tapped. {T}: Add {G}. {1}{G}: This land becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Sorcery
Each player sacrifices a land of their choice.
Creature — Kraken
Return a land you control to its owner's hand: Untap this creature. It gains hexproof until end of turn. Landfall — Whenever a land you control enters, target creature an opponent controls attacks during its controller's next combat phase if able.
Creature — Leviathan
Trample When this creature enters, you may search your library for any number of land cards, exile them, then shuffle. If you do, this creature has base power and base toughness each equal to the number of cards exiled this way.
Land — Town
This land enters tapped. {T}: Add {U} or {B}.
Snow Land
This land enters tapped. {T}: Add {B} or {R}.
Artifact Creature — Golem
{1}, Sacrifice this creature: Add {G}{W}{U}.
Legendary Creature — Human Wizard
{1}, {T}: Put a fate counter on another target creature. {W}, {T}: Exile target creature that has a fate counter on it, then return it to the battlefield under its owner's control. {B}, {T}: Exile target creature that has a fate counter on it. Its controller draws two cards.
Instant // Instant
Artifact
{2}, Sacrifice this artifact: Target creature you control fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
Artifact Creature — Necron
Flying Dynastic Codes — When this creature enters from a graveyard, you draw two cards and you lose 2 life. Unearth {4}{B} ({4}{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.)
Artifact Creature — Necron
Targeting Relay — At the beginning of combat on your turn, choose an opponent. Creatures attacking the last chosen player have menace.
Artifact
{3}, {T}: Put a hatchling counter on this artifact. Sacrifice this artifact: Choose one. Activate only if there are two or more hatchling counters on this artifact. • You may put a creature card from your hand onto the battlefield. • Return target creature card from your graveyard to the battlefield.
Sorcery
Domain — Tribal Flames deals X damage to any target, where X is the number of basic land types among lands you control.
Creature — Elf Wizard
Morph {1}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When this creature is turned face up, creatures of the creature type of your choice get +2/+2 and gain trample until end of turn.
Artifact Creature — Golem
This creature has trample as long as you control a Beast, haste as long as you control a Goblin, first strike as long as you control a Soldier, flying as long as you control a Wizard, and "{B}: Regenerate this creature" as long as you control a Zombie.
Instant
Target opponent sacrifices a creature of their choice. You gain life equal to that creature's toughness.
Instant
Each opponent sacrifices an artifact or enchantment of their choice.
Instant
Trick Shot deals 6 damage to target creature and 2 damage to up to one other target creature token.
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be activated this turn. (Mana abilities can't be targeted.)
Creature — Human Wizard
When this creature enters, you may search your library for an artifact card with mana value 1 or less, reveal that card, put it into your hand, then shuffle.
Enchantment
At the beginning of your upkeep, choose one — • Each player with exactly 13 life loses the game, then each player gains 1 life. • Each player with exactly 13 life loses the game, then each player loses 1 life.
Artifact Creature — Construct
This creature enters with three +1/+1 counters on it. Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
Creature — Merfolk Wizard
Constellation — Whenever an enchantment you control enters, this creature gains flying until end of turn.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Put a +1/+1 counter on target creature you control with the greatest power. III — Target creature you control with the greatest power gains flying, first strike, and lifelink until end of turn.
Instant
Destroy target creature with power 4 or greater. You gain 3 life.
Creature — Human Knight
Creature — Troll Shaman
Hexproof (This creature can't be the target of spells or abilities your opponents control.) {1}{G}: Regenerate this creature.
Artifact
{T}: Add {R} or {G}.
Legendary Creature — Kraken
Tromokratis has hexproof unless it's attacking or blocking. Tromokratis can't be blocked unless all creatures defending player controls block it. (If any creature that player controls doesn't block this creature, it can't be blocked.)
Creature — Human Archer
{1}{G}: This creature deals 1 damage to target creature with flying. Whenever a creature with flying dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
Creature — Elf Shaman
When this creature enters, create a 2/2 white Knight creature token with vigilance, a 3/3 green Centaur creature token, and a 4/4 green Rhino creature token with trample.
Legendary Creature — Dryad
Whenever another creature you control enters, you gain life equal to that creature's toughness. {1}{G}{W}, {T}: Populate. (Create a token that's a copy of a creature token you control.)
Creature — Spirit
Flying At the beginning of your end step, tap all lands you control.
Creature — Human Cleric
You have shroud. (You can't be the target of spells or abilities.)
Instant
Target artifact or creature becomes a copy of another target artifact or creature.
Artifact — Equipment
Equipped creature has "{1}, {T}: Tap target creature. Return Trusty Boomerang to its owner's hand." Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
Destroy all Islands.
Creature — Faerie Scout
Flying Celebration — This creature gets +1/+0 and has lifelink as long as two or more nonland permanents entered the battlefield under your control this turn.
Legendary Creature — Human Wizard
Flying {R}{G}, {T}: Target creature gets +2/+2 until end of turn.
Sorcery
Create an X/X green Elemental creature token, where X is the greatest power among creatures you control. Plot {2}{G} (You may pay {2}{G} 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.)
Snow Sorcery
Tundra Fumarole deals 4 damage to target creature or planeswalker. Add {C} for each {S} spent to cast this spell. Until end of turn, you don't lose this mana as steps and phases end. ({S} is mana from a snow source.)
Creature — Wolf
First strike (This creature deals combat damage before creatures without first strike.)
Instant
Destroy target Wall. It can't be regenerated.
Sorcery
Choose a card name. Target player reveals cards from the top of their library until a card with that name is revealed. If it is, that player puts the rest of the revealed cards into their graveyard and puts the card with the chosen name on top of their library. Otherwise, the player shuffles.
Instant
All combat damage that would be dealt to you this turn is dealt to target attacking creature instead.
Creature — Elf Scout Ranger Ally
Whenever this creature or another Ally you control enters, you may create a 2/2 green Wolf creature token. If you do, put a +1/+1 counter on this creature.
Creature — Turtle Bird
{3}: Until end of turn, this creature has base power 4 and gains trample.
Creature — Human Berserker
Boast — {1}: Exile the top card of your library. You may play that card this turn. (Activate only if this creature attacked this turn and only once each turn.)
Legendary Creature — Merfolk Shaman
Tuvasa gets +1/+1 for each enchantment you control. Whenever you cast your first enchantment spell each turn, draw a card.
Creature — Spirit
Whenever a creature token leaves the battlefield, put a +1/+1 counter on this creature. {2}{W}, Remove a +1/+1 counter from this creature: Create two 1/1 white Spirit creature tokens with flying.