Nashua, NH
Cards Tracked
7454
In Stock
7454
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Inventory last scanned: 6/23/2026, 6:11:31 PM
Legendary Creature — Human Artificer
{1}{W}{U}, {T}: Return target artifact or enchantment card from your graveyard to your hand.
Legendary Creature — Human Cleric
Whenever Hapatra deals combat damage to a player, you may put a -1/-1 counter on target creature. Whenever you put one or more -1/-1 counters on a creature, create a 1/1 green Snake creature token with deathtouch.
Enchantment
When this enchantment enters, choose four nonenchantment permanents you don't control and put an aim counter on each of them. At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.
Enchantment
When this enchantment enters, each player gains 5 life and draws a card. At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.
Creature — Human Druid Ally
{T}: Add X mana of any one color, where X is the number of Allies you control.
Legendary Creature — Elf Warrior
Menace (This creature can't be blocked except by two or more creatures.) When Harald enters, look at the top five cards of your library. You may reveal an Elf, Warrior, or Tyvar card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Mill three cards. You may put an Elf or Tyvar card from your graveyard onto the battlefield. II — Put a +1/+1 counter on each Elf you control. III — Whenever an Elf you control attacks this turn, target creature an opponent controls gets -1/-1 until end of turn.
Creature — Dragon
Flying {2}{R}: This creature deals 1 damage to each creature without flying. {2}{G}: This creature deals 1 damage to each other creature with flying.
Creature — Merfolk Wizard
Nonbasic lands are Islands.
Creature — Merfolk Wizard
You may cast this spell as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.
Creature — Plant Rogue
{T}: Add one mana of any color. Whenever you commit a crime, untap this creature. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Enchantment
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
Artifact — Contraption
Whenever you crank this Contraption, roll two six-sided dice. This Contraption assembles a number of Contraptions equal to the difference between those results. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
Creature — Archon
Flying Non-Archon creatures have base power and toughness 3/3. When this creature enters, create two 1/1 white Human creature tokens.
Instant
Exchange your hand and graveyard. Exile Harness Infinity.
Enchantment
Whenever you cast an instant or sorcery spell from your hand, you may cast target card with the same name as that spell from your graveyard. (You still pay its costs.)
Creature — Snake Warrior
Enchantment
As this enchantment enters, choose a color. If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead.
Sorcery
Search your library for up to X basic land cards, where X is the number of tapped creatures you control, put those cards onto the battlefield tapped, then shuffle.
Creature — Ogre
Whenever this creature attacks, it deals 3 damage to you unless you pay {2}.
Instant
Target creature gets +3/+1 and gains haste until end of turn. Exile the top card of your library. You may play it until your next end step.
Creature — Spider
Reach Undergrowth — When you cast this spell, reveal the top X cards of your library, where X is the number of creature cards in your graveyard. You may put a green permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Enchantment
When this enchantment is put into a graveyard from the battlefield, draw three cards.
Creature — Djinn
Flying Haughty Djinn's power is equal to the number of instant and sorcery cards in your graveyard. Instant and sorcery spells you cast cost {1} less to cast.
Artifact — Equipment
Equipped creature gets +4/+4. {0}: Until end of turn, this permanent becomes a 4/4 Spirit artifact creature that's no longer an Equipment. Activate only if you control no creatures. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
Exile all cards from target player's graveyard other than basic land cards. For each card exiled this way, search that player's library for all cards with the same name as that card and exile them. Then that player shuffles.
Sorcery
Choose a creature type. Return up to two creature cards of that type from your graveyard to the battlefield. If this spell was foretold, return all creature cards of that type from your graveyard to the battlefield instead. Foretell {5}{B}{B} (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 — Human Wizard
{2}{U}, {T}, Exile a creature card from your graveyard: Create a 2/2 black Zombie creature token, then put a +1/+1 counter on each Zombie creature you control.
Land
{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Dragon creature spell. {2}, {T}, Sacrifice this land: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand.
Enchantment
Players can't gain life. At the beginning of each player's upkeep, that player loses half their life, rounded up.
Sorcery
Hazardous Blast deals 1 damage to each creature your opponents control. Creatures your opponents control can't block this turn.
Sorcery
Creatures with no counters on them get -2/-2 until end of turn.
Legendary Creature — Human Warrior
When Hazezon enters, create X 1/1 Sand Warrior creature tokens that are red, green, and white at the beginning of your next upkeep, where X is the number of lands you control at that time. When Hazezon leaves the battlefield, exile all Sand Warriors.
Legendary Artifact
Red creature spells you cast cost {1} less to cast. Whenever you cast a creature spell, you may discard a card. If you do, draw a card.
Sorcery
Shuffle your library, then exile the top four cards. You may cast any number of spells with mana value 5 or less from among them without paying their mana costs. Lands you control don't untap during your next untap step.
Sorcery
Target opponent puts the cards from their hand on top of their library. Search that player's library for that many cards. The player puts those cards into their hand, then shuffles.
Creature — Orc Pirate
This creature can't block. This creature has menace as long as you control another Pirate.
Creature — Elemental
When this creature enters, you gain 3 life.
Instant
Choose one — • Target player gains 3 life. • Prevent the next 3 damage that would be dealt to any target this turn.
Creature — Human Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) {R}, Sacrifice this creature: It deals damage equal to its power to target creature or planeswalker.
Enchantment
Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When a player doesn't pay this enchantment's cumulative upkeep, this enchantment deals X damage to target player or planeswalker and each creature that player or that planeswalker's controller controls, where X is twice the number of age counters on this enchantment minus 2.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Prevent all damage that would be dealt to and dealt by enchanted creature.
Land
If this land would enter, sacrifice a Forest instead. If you do, put this land onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add {G}. {T}: Target creature gets +1/+1 until end of turn.
Artifact — Equipment
Whenever equipped creature attacks, this Equipment deals 1 damage to target creature defending player controls. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Elf Druid
{T}: Add {G}. {2}, Sacrifice this creature: Draw a card.
Creature — Wolf
First strike {T}: Target Dwarf creature gets +2/+0 and gains first strike until end of turn. When that creature leaves the battlefield this turn, sacrifice this creature. Activate only during combat.
Instant
This spell can't be countered. (This includes by the ward ability.) Heated Debate deals 4 damage to target creature or planeswalker.
Enchantment
At end of combat, destroy each creature that blocked or was blocked this turn.
Enchantment
Cumulative upkeep {R} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Blue creatures can't block creatures you control. Nonblue creatures can't block creatures you control unless their controller pays 1 life for each blocking creature they control.
Instant // Sorcery
Enchantment
When this enchantment enters, sacrifice this enchantment unless you sacrifice four creatures. Tap an untapped Swamp you control: This enchantment deals 1 damage to any target.
Creature — Ooze Horror
When this creature enters, each opponent discards a card.
Enchantment
When this enchantment enters, exile target opponent's graveyard. You may play lands from among cards exiled with this enchantment. You may cast spells from among cards exiled with this enchantment. You can't cast more than one spell this way each turn.
Enchantment
Hexproof At the beginning of your upkeep, you may reveal your hand. If you do, you win the game if you own a card named Hedron Alignment in exile, in your hand, in your graveyard, and on the battlefield. {1}{U}: Scry 1.
Artifact
{T}: Add {C}{C}. {2}, {T}, Sacrifice this artifact: Draw two cards.
Creature — Crab
Landfall — Whenever a land you control enters, target player mills three cards. (They put the top three cards of their library into their graveyard.)