Nashua, NH
Cards Tracked
7385
In Stock
7385
Rating
—
Inventory last scanned: 6/27/2026, 6:13:09 PM
Creature — Human Cleric
{T}: Exile target creature card from a graveyard. That card deals damage equal to its power to this creature.
Creature — Human Detective
This creature enters with a +1/+1 counter on it. When this creature leaves the battlefield, put its +1/+1 counters on target creature you control.
Creature — Spirit Cleric
Flying Sacrifice this creature: Creatures you control gain indestructible until end of turn.
Creature — Human Soldier
Flash When this creature enters, prevent all damage that would be dealt to you this turn. Whenever damage that would be dealt to you is prevented, put that many +1/+1 counters on this creature.
Legendary Creature — Elf Scout
Parley — {T}: Each player reveals the top card of their library. For each nonland card revealed this way, add {G} and you gain 1 life. Then each player draws a card.
Creature — Human
When this creature enters, create three 0/1 black Serf creature tokens. When this creature leaves the battlefield, exile all Serf tokens.
Creature — Vampire
Flying {1}{B}, Exile this creature: Create a 1/2 black Bat creature token with flying. It has "{1}{B}, Sacrifice this token: Return an exiled card named Sengir Nosferatu to the battlefield under its owner's control."
Creature — Goblin Shaman
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with this creature, you may reveal it. If you do, each player discards their hand, then draws four cards.
Artifact Creature — Shapeshifter
{0}: Change this creature's base toughness to 1 plus the power of target creature blocking or blocked by this creature. (This effect lasts indefinitely.)
Creature — Elf Knight
When this creature enters, choose one or more — • Return target card you own in exile that has an Adventure to your hand. • Put target card you don't own in exile that has an Adventure on the bottom of its owner's library. • Exile target player's graveyard.
Creature — Merfolk Warrior Scout
Vigilance Whenever this creature enters or attacks, create a Map token. (It's an artifact with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has vigilance. Escape—{W}, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature — Angel
You may pay {W} and tap four untapped creatures you control with flying rather than pay this spell's mana cost. Flying, lifelink Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Creature — Unicorn Mount
First strike, lifelink Whenever this creature attacks while saddled, create a 3/3 white Angel creature token with flying. Saddle 4 (Tap any number of other creatures you control with total power 4 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Creature — Angel
Flying Prevent all combat damage that would be dealt to this creature.
Creature — Efreet
Flying At the beginning of your upkeep, this creature deals 1 damage to you.
Artifact
{4}, {T}: Create a 1/1 colorless Snake artifact creature token. It has "Whenever this creature deals damage to a player, that player gets a poison counter." (A player with ten or more poison counters loses the game.)
Sorcery
Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is one plus the total number of instant and sorcery cards you own in exile and in your graveyard.
Sorcery
Devoid (This card has no color.) Serpentine Spike deals 2 damage to target creature, 3 damage to another target creature, and 4 damage to a third target creature. If a creature dealt damage this way would die this turn, exile it instead.
Artifact
Whenever an Elf you control dies, exile it. {T}, Pay 2 life: Until end of turn, you may cast a creature spell from among cards exiled with this artifact.
Creature — Angel
Flying {T}: Target attacking or blocking creature gets +2/+2 until end of turn.
Creature — Angel
Flying Vigilance (Attacking doesn't cause this creature to tap.)
Enchantment
Creatures you control have vigilance. (Attacking doesn't cause them to tap.)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has flying and vigilance. (Attacking doesn't cause it to tap.)
Creature — Angel
Flying (This creature can't be blocked except by creatures with flying or reach.) Vigilance (Attacking doesn't cause this creature to tap.) Other creatures you control have vigilance.
Creature — Sphinx
Flying, vigilance
Artifact
This artifact enters with three arrowhead counters on it. At the beginning of your upkeep, if there are no arrowhead counters on this artifact, sacrifice it. {T}, Remove an arrowhead counter from this artifact: Put a -1/-1 counter on target creature.
Artifact
{T}: Add {C}. Any time you could mulligan and this card is in your hand, you may exile all the cards from your hand, then draw that many cards. (You can do this in addition to taking mulligans.)
Creature — Vedalken Wizard
When this creature enters, draw a card, then scry 2.
Sorcery
Draw a card. Scry 2.
Creature — Human Warrior
Constellation — Whenever an enchantment you control enters, put a +1/+1 counter on this creature and draw a card.
Creature — Human Druid
When this creature enters, you gain life equal to your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.)
Creature — Human Warrior
Constellation — Whenever an enchantment you control enters, this creature gets +1/+1 until end of turn.
Enchantment — Aura
Enchant creature you control When this Aura enters, draw a card. Enchanted creature gets +1/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Legendary Creature — Centaur Druid
Tap an untapped Druid you control: Add {G}.
Creature — Djinn Cleric
Deathtouch When this creature enters, target opponent reveals their hand. You may choose a nonland card from it. If you do, exile that card. When this creature leaves the battlefield, the exiled card's owner creates an X/X white Spirit creature token, where X is the mana value of the exiled card.
Sorcery
Exile target creature and all other creatures with the same name as that creature. Flashback {5}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Crocodile
{3}{U}: This creature can't be blocked this turn. This ability costs {3} less to activate if there are five or more mana values among cards in your graveyard.
Creature — Rat
{B}, Pay 1 life: This creature gets +1/+0 until end of turn. Activate no more than three times each turn.
Creature — Zombie Drake
Flying, haste
Sorcery
Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and "Whenever this creature deals damage, destroy target Equipment attached to it."
Creature — Human Warlock
Flying Whenever another creature you control with flying dies, put a +1/+1 counter on target creature you control.
Land
{1}, {T}: Add {B}{R}.
Artifact — Vehicle
Whenever a creature you control explores, put a +1/+1 counter on this Vehicle. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Creature — Demon
When this creature enters, each opponent sacrifices a creature with the greatest power among creatures they control. You gain life equal to the greatest power among creatures sacrificed this way. Madness—{2}{B}, Pay 8 life. (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature — Human Wizard
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever this creature deals combat damage to a player, you may draw a card.
Instant
({U/B} can be paid with either {U} or {B}.) Players can't search libraries this turn. Draw a card.
Creature — Human Cleric
Other Clerics you control get +1/+1. {3}{B}{B}, {T}, Sacrifice another Cleric: Search your library for a black creature card, put it onto the battlefield, then shuffle.
Creature — Sliver
All Sliver creatures have shadow. (They can block or be blocked by only creatures with shadow.)
Sorcery
Exile all creatures and planeswalkers with mana value 3 or less from the battlefield and all creature and planeswalker cards with mana value 3 or less from all graveyards.
Creature — Ouphe
Whenever this creature attacks, blight 1. (Put a -1/-1 counter on a creature you control.) Whenever a creature you control with one or more counters on it dies, exile that many cards from the top of your library. Until your next end step, you may play those cards.
Creature — Human Shaman
{T}: Add two mana in any combination of colors. Spend this mana only to cast creature spells. Formidable — {9}{G}{G}, {T}: Each player's life total becomes the number of creatures they control. Activate only if creatures you control have total power 8 or greater.