Inventory last scanned: 5/4/2026, 7:09:24 PM
Enchantment
Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.
Creature — Incarnation
Haste As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
Creature — Human Citizen
Trample Whenever you cast a spell with mana value 4 or greater, this creature deals 1 damage to each opponent. {5}{R}: Put two +1/+1 counters on this creature. Activate only as a sorcery.
Legendary Creature — Human Cleric
{G}{W}{U}, {T}: Prevent all combat damage that would be dealt this turn. Activate only before the combat damage step.
Land
{T}: Add {C}. {2}, {T}: Put a +1/+1 counter on target Bird, Cat, Dog, Goat, Ox, or Snake.
Enchantment — Aura
Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its mana value.
Enchantment — Aura
Enchant Wall Enchanted Wall can attack as though it didn't have defender.
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Creature — Vampire Berserker
This creature attacks each combat if able. Whenever this creature attacks, discard your hand, then draw three cards. 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.)
Artifact
Whenever a land enters, this artifact deals 2 damage to that land's controller.
Creature — Snake
Deathtouch
Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters attached to that land.) You control enchanted land.
Sorcery
As an additional cost to cast this spell, pay {4} or sacrifice an artifact or creature. Destroy target creature or planeswalker.
Creature — Human Cleric
Vigilance As this creature enters, look at an opponent's hand, then choose any card name. Spells your opponents cast with the chosen name cost {2} more to cast. Activated abilities of sources with the chosen name cost {2} more to activate unless they're mana abilities.
Legendary Creature — Vampire Shaman
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
Legendary Artifact Creature — Necron
Lord of the Pyrrhian Legions — Whenever Anrakyr the Traveller attacks, you may cast an artifact spell from your hand or graveyard by paying life equal to its mana value rather than paying its mana cost.
Enchantment
Whenever a creature you control enters, you gain 1 life. If this enchantment isn't a creature, it becomes a 3/3 Angel creature with flying in addition to its other types until end of turn.
Instant
Target creature gets +4/+3 until end of turn.
Enchantment
Creatures you control get +1/+1.
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and this enchantment deals 1 damage to you. Hellbent — As long as you have no cards in hand, if a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Legendary Creature — Human Warrior
Heroic — Whenever you cast a spell that targets Anthousa, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.
Artifact Creature — Bird
Flying First strike (This creature deals combat damage before creatures without first strike.)
Sorcery
Destroy all artifacts you don't control, then exile the top X cards of your library, where X is the number of artifacts that were put into graveyards from the battlefield this turn. You may put a creature card exiled this way onto the battlefield. It gains haste. Return it to your hand at the beginning of the next end step.
Legendary Creature — Dragon Spirit
Flying, vigilance When Ao dies, choose one — • Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order. • Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
Sorcery
Exile the top seven cards of your library. Until end of turn, you may cast spells from among them. If this spell was cast from your hand, add ten mana of any one color.
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.
Creature — Human Wizard
Whenever a permanent is turned face up, you may draw a card.
Artifact
{2}, {T}, Sacrifice this artifact: Destroy all nontoken permanents with a name originally printed in the Homelands expansion. They can't be regenerated.
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.
Instant
Destroy target artifact or enchantment. You gain 2 life.
Creature — Zombie Wizard
{B}, {T}, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it.
Creature — Human Wizard
{U}, {T}: Add {C}{C}{C}.
Legendary Creature — Human Scientist
At the beginning of your end step, draw a card for each card type among spells you've cast this turn.
Creature — Elemental Beast
Discard a card: Switch this creature's power and toughness until end of turn.
Kindred Sorcery — Merfolk
Put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it. If you control a Merfolk, draw a card.
Creature — Human Samurai
Flying Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Legendary Creature — Spider Human Hero
Web-slinging {W} (You may cast this spell for {W} if you also return a tapped creature you control to its owner's hand.) As Arachne enters, look at an opponent's hand, then choose a card type other than creature. Spells of the chosen type cost {1} more to cast.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has reach, and is every creature type.
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 Elf Noble
Vigilance Whenever Aragorn and Arwen enters or attacks, put a +1/+1 counter on each other creature you control. You gain 1 life for each other creature you control.
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 — Giant Wizard
Vigilance When this creature enters, each player's life total becomes the highest life total among all players.
Creature — Beast
Trample When this creature enters, you gain 5 life.
World Enchantment
Creatures can't attack a player unless that player cast a spell or put a nontoken permanent onto the battlefield during their last turn.
Artifact — Equipment
Equipped creature has "{1}: This creature deals 1 damage to target creature that's blocking it." Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Beast
{R}, Exile the top ten cards of your library: This creature deals 2 damage to any target.
Legendary Creature — Elder Dragon
Flying At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay {G}{W}{U}. Each untapped creature you control gets +0/+2 as long as it's not attacking. {W}: Arcades Sabboth gets +0/+1 until end of turn.
Enchantment
As this enchantment enters, choose a creature type. Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
Sorcery
Roll two d8 and choose one result. Draw cards equal to that result. Then you may cast an instant or sorcery spell with mana value less than or equal to the other result from your hand without paying its mana cost.
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.)
Creature — Elf Wizard
Search the Room — {5}{U}: Roll a d20. 1—9 | Draw a card. 10—20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Land
This land enters tapped. {T}: Add {W}, {U}, or {B}.
Creature — Human Wizard
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile an instant or sorcery card you drafted that isn't in your deck. When this creature enters, copy a card you exiled with cards named Arcane Savant. You may cast the copy without paying its mana cost.
Artifact
{T}: Add one mana of any color in your commander's color identity.