Nashua, NH
Cards Tracked
7421
In Stock
7421
Rating
—
Inventory last scanned: 6/25/2026, 6:12:21 PM
Creature — Vampire Shaman
Flying, protection from white When this creature enters, each opponent loses life equal to the number of Vampires you control. You gain life equal to the life lost this way.
Creature — Plant Horror
Bad Breath — When this creature enters, each opponent discards a card, loses 2 life, and exiles the top three cards of their library. Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
Legendary Creature — Siren Pirate
Flash Flying Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Instant
Morbid — When you cast this spell, if a creature died this turn, you may copy Malicious Affliction and may choose a new target for the copy. Destroy target nonblack creature.
Sorcery
All creatures get -2/-2 until end of turn. If a creature would die this turn, exile it instead.
Creature — Elemental Spirit
Malignus's power and toughness are each equal to half the highest life total among your opponents, rounded up. Damage that would be dealt by this creature can't be prevented.
Instant
Target creature gets +4/+4 until end of turn. Foretell {G} (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.)
Enchantment
Whenever a player taps a land for mana, this enchantment deals 1 damage to that player.
Sorcery
You and target opponent each flip a coin. Mana Clash deals 1 damage to each player whose coin comes up tails. Repeat this process until both players' coins come up heads on the same flip.
Enchantment
Whenever a creature enters, you may add an amount of {C} equal to the number of creatures you control that share a creature type with it.
Enchantment
Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
Creature — Elemental Shaman
{1}: Add {B} or {R}. Activate no more than three times each turn.
Creature — Dragon
Flying Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.
Sorcery
Add {R} for each tapped land your opponents control.
Creature — Hydra
Trample Whenever a player casts a spell, put a +1/+1 counter on this creature.
Instant
Counter target spell unless its controller pays {3}.
Creature — Ooze
Whenever you cast a spell, this creature gets +X/+X until end of turn, where X is that spell's mana value.
Sorcery
Search your library for any number of land cards, exile them, then shuffle.
Enchantment
When you cast this spell, counter it unless you sacrifice a land. At the beginning of each player's upkeep, that player sacrifices a land of their choice. When there are no lands on the battlefield, sacrifice this enchantment.
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1 and has flying. Equip {3}{W}
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and can't block.
Creature — Human Wizard
When this creature enters, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of cards in your hand.
Sorcery
Search your library for three cards, exile them, then shuffle. Draw a card.
Artifact — Equipment
Equipped creature gets +1/+2 and has "{T}: Destroy target Equipment." Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Manticore
Flash Flying Tail Spikes — When this creature enters, destroy target creature an opponent controls that was dealt damage this turn.
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4. When this Aura is put into a graveyard from the battlefield, create two 2/2 green Wolf creature tokens.
Legendary Creature — Elf Wizard
Players can't draw cards. At the beginning of each player's draw step, that player loses 3 life, searches their library for a card, puts it into their hand, then shuffles.
Creature — Human Pirate
Raid — At the beginning of your end step, if you attacked this turn, you may draw a card. If you do, discard a card.
Legendary Creature — Human Warrior
Maraxus's power and toughness are each equal to the number of untapped artifacts, creatures, and lands you control.
Artifact
This artifact enters tapped. {T}: Add {W}.
Artifact Creature — Cleric
All Walls able to block this creature do so. Prevent all combat damage that would be dealt to this creature by Walls.
Legendary Creature — Human Rogue
Whenever you commit a crime, you may pay {1}. If you do, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Sorcery
Return any number of target Ally creature cards with total mana value 8 or less from your graveyard to the battlefield.
Instant
As an additional cost to cast this spell, you may exile any number of green cards from your hand. This spell costs {2} less to cast for each card exiled this way. Choose target creature with mana value less than X. Search your library for a creature card with the same name as that creature, put it onto the battlefield tapped, then shuffle.
Instant
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs {2} less to cast for each card exiled this way. Exile target artifact, creature, or enchantment with mana value X or less.
Enchantment
Each noncreature artifact is an artifact creature with power and toughness each equal to its mana value. (Equipment that's a creature can't equip a creature.)
Creature — Human Warrior
Whenever this creature attacks, create a 2/1 black Warrior creature token. Dash {3}{B} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Legendary Creature — Elf Warrior
Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)
Creature — Human Artificer
Fabricate 3 (When this creature enters, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.) Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to this creature's power.
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, add that much {G}. Until end of turn, you don't lose this mana as steps and phases end."
Creature — Vampire Warrior
Double strike (This creature deals both first-strike and regular combat damage.) Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Creature — Vampire Knight
Flying {2}{B}, Discard a card: Put two +1/+1 counters on this creature.
Creature — Vampire Soldier
Whenever this creature or another Vampire you control enters, this creature fights up to one target creature an opponent controls. Whenever a creature dealt damage by this creature this turn dies, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Creature — Elemental
Maro's power and toughness are each equal to the number of cards in your hand.
Enchantment
Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.) Creatures you control get +1/+1. When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.
Sorcery
Kicker {3} (You may pay an additional {3} as you cast this spell.) Creatures target player controls get -1/-1 until end of turn. If this spell was kicked, those creatures get -2/-2 until end of turn instead.
Enchantment
At the beginning of your upkeep, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Creature — Human Wizard
{2}, Reveal X blue cards from your hand, Sacrifice this creature: Counter target spell unless its controller pays {X}.
Creature — Human Cleric
{1}, Reveal X white cards from your hand, Sacrifice this creature: You gain three times X life.
Enchantment
Whenever this enchantment or another nonland permanent you control is put into a graveyard from the battlefield, each opponent sacrifices a permanent of their choice that shares a card type with it.
Enchantment
Sacrifice a creature: The next time a source of your choice would deal damage to any target this turn, prevent that damage.
Sorcery
Exile all white creatures. For each creature exiled this way, its controller draws a card.
Creature — Human
As long as this creature is untapped, all damage that would be dealt to you by artifacts is dealt to this creature instead.
Legendary Creature — Elf Druid
Whenever another Elf you control enters, put a +1/+1 counter on Marwyn. {T}: Add an amount of {G} equal to Marwyn's power.
Legendary Creature — Human Assassin Pirate
Haste {T}: Draw a card, then discard a card. Whenever you discard an Island, Pirate, or Vehicle card, create a tapped Treasure token.