Inventory last scanned: 5/4/2026, 7:09:24 PM
Instant
Target creature gets -4/-0 until end of turn. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Enchantment — Aura
Enchant creature Enchanted creature has flying. Aura swap {2}{U} ({2}{U}: Exchange this Aura with an Aura card in your hand.)
Artifact Creature — Bird
Flying Modular 3 (This creature enters with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Whenever another artifact you control enters, target creature an opponent controls gets -1/-1 until end of turn.
Artifact Creature — Juggernaut
Trample Whenever another artifact enters, put a +1/+1 counter on this creature. Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Golem
At the beginning of your upkeep, put a +1/+1 counter on each creature you control with modular. Modular 6 (This creature enters with six +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Golem
Remove a +1/+1 counter from this creature: Put target artifact card from your graveyard on top of your library. Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature — Angel
Flying As this creature enters, each player chooses war or peace. Creatures controlled by players who chose war get +3/+0. Creatures controlled by players who chose peace get +0/+3.
Creature — Demon
Flying, trample At the beginning of your upkeep, sacrifice a non-Zombie creature, then create a 2/2 black Zombie creature token.
Legendary Creature — Turtle Shaman
As long as Archelos is tapped, other permanents enter tapped. As long as Archelos is untapped, other permanents enter untapped.
Instant
Choose one — • Exile target creature or planeswalker. • Return one or two target creature and/or planeswalker cards from your graveyard to your hand. • Put two +1/+1 counters on target creature you control. It gains lifelink until end of turn.
Enchantment Creature — Human Soldier
Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike.
Enchantment Creature — Boar
Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.
Creature — Demon
Flying Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Elf Artificer Druid
Landfall — Whenever a land you control enters, you get {E} (an energy counter). Pay eight {E}: Create a 6/6 colorless Beast artifact creature token.
Artifact Creature — Human Wizard
When this creature enters, look at the top three cards of target player's library, then put them back in any order. Cycling {U/B} ({U/B}, Discard this card: Draw a card.)
Instant — Trap
If an opponent searched their library this turn, you may pay {0} rather than pay this spell's mana cost. Target opponent mills thirteen cards.
Enchantment
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on this enchantment. As long as this enchantment has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.
Instant
Choose one — • Counter target spell. • Target player draws two cards. • Gain control of target nonland permanent with mana value 1 or less.
Creature — Salamander Mount
Whenever this creature deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback {0} until end of turn instead if this creature is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile it.) Saddle 3
Creature — Archon
Flying When this creature enters, you become the monarch. As long as you're the monarch, damage doesn't cause you to lose life. (When a creature deals combat damage to you, its controller still becomes the monarch.)
Creature — Archon
Flying When this creature dies, you may return target enchantment card from your graveyard to the battlefield.
Creature — Archon
Flying Whenever this creature or another creature you control with flying enters, you may gain life equal to that creature's power.
Creature — Archon
Flying Whenever this creature attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Target creature gets +2/+2 until end of turn. If this spell was bargained, that creature also gains flying and lifelink until end of turn.
Creature — Human Cleric
Archpriest of Iona's power is equal to the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
Creature — Dragon
Flying, haste At the beginning of the end step, return this creature to its owner's hand.
Token Creature — Human
Arco-Flagellant can't block. Pay 3 life: Arco-Flagellant gains indestructible until end of turn.
Snow Land
This land enters tapped. {T}: Add {G} or {W}.
Legendary Creature — Human Artificer
{T}: Target artifact creature's controller sacrifices it. That player may search their library for a noncreature artifact card, put it onto the battlefield, then shuffle.
Creature — Minotaur Shaman
Whenever this creature attacks, you may put an instant or sorcery card from your graveyard on the bottom of your library. If you do, exile the top two cards of your library. You may play those cards this turn.
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creature — Human Shaman
Whenever you cast your first spell during each opponent's turn, put a +1/+1 counter on this creature.
Artifact
Legendary creatures don't untap during their controllers' untap steps. When this artifact enters, tap all legendary creatures.
Artifact — Equipment
Equipped creature gets +6/+6. Whenever equipped creature attacks, destroy target permanent. Equip {6}
Creature — Human Artificer
{W}{W}, {T}: Return target artifact card from your graveyard to your hand.
Creature — Human Artificer
{T}: Prevent the next 2 damage that would be dealt to target artifact creature this turn.
Instant
Return target artifact or enchantment card from your graveyard to your hand.
Creature — Human Druid
Shroud (This creature can't be the target of spells or abilities.) Whenever you cast an enchantment spell, draw a card.
Enchantment
When this enchantment enters, each opponent gains 10 life. Whenever you cast an instant or sorcery spell, put a verse counter on this enchantment, then it deals damage equal to the number of verse counters on it to target player or planeswalker.
Land
{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Artifact — Equipment
Equipped creature gets +2/+2 and has menace. Whenever equipped creature deals combat damage to a player, draw two cards. Then discard two cards unless you discard a Pirate card. Equip {2}. This ability costs {2} less to activate if you have one or fewer cards in hand.
Sorcery
Destroy all lands.
Artifact
At the beginning of your upkeep, put a doom counter on this artifact. At the beginning of your draw step, this artifact deals damage equal to the number of doom counters on it to each player. {4}: Remove a doom counter from this artifact. Any player may activate this ability but only during any upkeep step.
Creature — Kor Soldier
Other Kor creatures you control get +2/+2 for each Equipment attached to this creature.
Artifact Creature — Equipment Beast
Ward {2} (Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Equipped creature gets +2/+1 and has ward {2}. Reconfigure {4} ({4}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Enchantment
{3}{W}{W}: You draw a card and target opponent gains 3 life.
Creature — Elf Artificer
When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.
Creature — Armadillo
Ward {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) {3}{W}: This creature gets +X/+0 until end of turn, where X is its toughness.
Creature — Griffin
Flying, vigilance
Artifact Creature — Construct
Whenever this creature enters or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.)
Creature — Insect
{T}, Sacrifice a land: Destroy target land.
Legendary Creature — Human Berserker
Haste Boast — {1}: You may change Arni's base power to 1 plus the greatest power among other creatures you control until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control fights up to one target creature you don't control. II — Add {R}. Put two +1/+1 counters on up to one target creature you control. III — You gain life equal to the greatest power among creatures you control.
Creature — Vampire Noble
When this creature enters, if an opponent lost life this turn, each opponent loses 2 life and you gain 2 life.
Creature — Human Warlock
Whenever this creature attacks, you may pay 2 life. If you do, it gains flying until end of turn.
Enchantment
When this enchantment enters, create a Blood token for each opponent you have. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip {2}.
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by artifact creatures. Prevent all damage that would be dealt to enchanted creature by artifact sources. Enchanted creature can't be the target of abilities from artifact sources.