Inventory last scanned: 5/7/2026, 7:11:03 PM
Creature — Angel
Flying Whenever this creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Sorcery
Destroy all nonland permanents.
Creature — Human Cleric
{3}{W}, Exile this creature: Exile all creatures. At the beginning of the next end step, return those cards to the battlefield under their owners' control.
Sorcery
Destroy all nonland creatures. Awaken 4—{5}{W}{W}{W} (If you cast this spell for {5}{W}{W}{W}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Enchantment
{3}{R}: Target opponent reveals a card at random from their hand. This enchantment deals damage equal to that card's mana value to that player. Activate only as a sorcery.
Enchantment
{3}{W}: Target opponent reveals a card at random from their hand. You gain life equal to that card's mana value.
Enchantment
{3}{B}: Target opponent reveals a card at random from their hand. Target creature gets -X/-X until end of turn, where X is the revealed card's mana value. Activate only as a sorcery.
Instant
Counter target spell. At the beginning of your next first main phase, add X mana in any combination of colors, where X is that spell's mana value.
Sorcery
Plasma Bolt deals 2 damage to any target. Void — Plasma Bolt deals 3 damage instead if a nonland permanent left the battlefield this turn or a spell was warped this turn.
Creature — Lizard Warrior
Whenever this creature attacks, target creature an opponent controls can't block this turn. Blitz {2}{R} (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
Artifact Creature — Necron Wizard
Flying Dynastic Advisor — When this creature enters, search your library for a basic Swamp card, reveal it, put it into your hand, then shuffle.
Instant
Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
When this land enters, if you control two or more Gates, you gain 3 life. {T}: Add {C}. {T}: Add one mana of any type that a Gate you control could produce.
Sorcery
Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
Sorcery
Put two target lands on top of their owners' libraries.
Instant
Destroy target creature with flying.
Artifact — Equipment
When this Equipment enters, 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.) Equipped creature gets +1/+1 and has lifelink. Equip {1}{B}
Artifact
{3}, {T}: Spin this artifact in the middle of the table so that it rotates completely at least once, then destroy the closest permanent the finger points to.
Instant
Destroy target creature. If this spell was foretold, scry 2. Foretell {1}{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.)
Sorcery
Choose one — • All creatures get -1/-1 until end of turn. • Target player reveals their hand. You choose an artifact or creature card from it. That player discards that card.
Creature — Kraken
Trample This creature enters tapped. Cumulative upkeep—Sacrifice a land. (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.)
Creature — Cyclops
Trample, protection from enchantments {4}{R}{G}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) Whenever this creature deals combat damage to a player, if this creature is monstrous, destroy target enchantment that player controls.
Sorcery
Exchange control of target land you control and target land an opponent controls. (This effect lasts indefinitely.)
Land
{T}, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
This land enters tapped. {T}: Add {B}. Cycling {2} ({2}, Discard this card: Draw a card.)
Legendary Creature — Zombie Hydra
Polukranos enters with six +1/+1 counters on it. It escapes with twelve +1/+1 counters on it instead. If damage would be dealt to Polukranos while it has a +1/+1 counter on it, prevent that damage and remove that many +1/+1 counters from it. {1}{B}{G}: Polukranos fights another target creature. Escape—{4}{B}{G}, Exile six other cards from your graveyard.
Sorcery
Destroy target creature. It can't be regenerated. Its controller reveals cards from the top of their library until they reveal a creature card. The player puts that card onto the battlefield, then shuffles all other cards revealed this way into their library.
Instant
Strive — This spell costs {1}{U} more to cast for each target beyond the first. Choose a creature on the battlefield. Any number of target creatures you control each become a copy of that creature until end of turn.
Creature — Dinosaur
Enrage — Whenever this creature is dealt damage, create a token that's a copy of this creature.
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card.
Creature — Zombie Cleric
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.) Other creatures you control have extort. (If a creature has multiple instances of extort, each triggers separately.)
Instant
Draw a card. 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.)
Land
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped. {T}: Add {W} or {U}.
Land
This land enters tapped. {T}: Add {U}. {3}{U}{B}{B}, {T}, Sacrifice this land: Mill four cards, then return a creature card from your graveyard to the battlefield tapped. (To mill a card, put the top card of your library into your graveyard.)
Artifact
Whenever a creature enters, if there are two or more other creatures on the battlefield, exile that creature. Return that card to the battlefield under its owner's control when this artifact leaves the battlefield.
Sorcery
Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle. Draw a card at the beginning of the next turn's upkeep.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Human Nomad Horror
Vigilance Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1, is black, and has "{2}{B}, {T}: Destroy target white creature."
Artifact
If a player would draw a card, that player skips that draw instead. At the beginning of each end step, each player sacrifices a permanent of their choice unless they discard a card.
Sorcery
({B/P} can be paid with either {B} or 2 life.) Return target creature card with mana value X from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step.
Artifact
When this artifact enters, draw a card. {W}, {T}, Sacrifice this artifact: You gain 3 life.
Creature — Wurm
Kicker {2}{G} (You may pay an additional {2}{G} as you cast this spell.) If this creature was kicked, it enters with three +1/+1 counters on it and with haste.
Artifact
At the beginning of your upkeep, you may put a fuse counter on this artifact. {T}, Sacrifice this artifact: Destroy each artifact and creature with mana value equal to the number of fuse counters on this artifact.
Enchantment — Aura
Enchant artifact Enchanted artifact's activated abilities cost {2} less to activate. This effect can't reduce the mana in that cost to less than one mana.
Artifact
{T}, Remove a counter from a permanent you control: Choose one — • Put a charge counter on target artifact. • Put a +1/+1 counter on target creature.
Enchantment — Aura
Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, that player may pay any amount of mana. This Aura deals 2 damage to that player. Prevent X of that damage, where X is the amount of mana that player paid this way.
Artifact
{T}: Target creature gets +1/+1 and gains flying, first strike, and trample until end of turn.
Enchantment
Whenever an artifact an opponent controls becomes tapped or an opponent activates an artifact's ability without {T} in its activation cost, you gain 1 life.
Enchantment
Whenever a creature attacks or blocks, this enchantment deals 2 damage to it.
Artifact
{T}: Add {C} for each artifact you control named Powerstone Shard.
Instant
Draw four cards. Then discard two cards unless you discard an instant or sorcery card.
Land — Plains Island
({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands.
Artifact Creature — Insect
{B}: This creature gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
Creature — Human Soldier
First strike Whenever this creature deals combat damage to a player, create a 1/1 white Soldier creature token.
Enchantment
At the beginning of your upkeep, you may look at the top card of target opponent's library. If you do, you may put that card on the bottom of that player's library.