Inventory last scanned: 5/8/2026, 7:14:52 PM
Instant
Strive — This spell costs {2}{B} more to cast for each target beyond the first. Exile any number of target creatures and all Auras attached to them.
Creature — Human Mercenary Assassin
{3}{B}: Destroy target blocking creature at end of combat.
Artifact
Cards in graveyards can't be the targets of spells or abilities. {4}, {T}: Exile this artifact and all cards from all graveyards. Draw a card.
Creature — Archon
Flying Whenever this creature attacks, you may return target enchantment card from your graveyard to the battlefield.
Creature — Specter
Flying Whenever this creature deals combat damage to a player, that player discards two cards. Morph {3}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
Artifact — Vehicle
Whenever this Vehicle deals combat damage to a player or planeswalker, draw a card. 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 — Spider
Reach {X}{G}{G}: This creature deals X damage to each creature with flying.
Instant
Choose two — • Counter target noncreature spell. • Return target permanent to its owner's hand. • Target creature gets -3/-3 until end of turn. • Destroy target planeswalker.
Legendary Creature — Dragon
Flying, hexproof Whenever a Dragon you control attacks, creatures defending player controls get -1/-1 until end of turn.
Artifact Creature — Mercenary
When this creature enters, you may search your library for a basic land card or a Desert card, reveal it, then shuffle and put it on top. {T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery.
Artifact Creature — Myr
{T}: Add {U}.
Legendary Creature — Human Mercenary Hero
When Silver Sable enters, put a +1/+1 counter on another target creature. Whenever Silver Sable attacks, target modified creature you control gains lifelink until end of turn. (Equipment, Auras you control, and counters are modifications.)
Sorcery
You may cast this spell as though it had flash if X is 3 or less. Draw X cards.
Creature — Human Knight
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, both creatures have double strike.
Creature — Wolf Warrior
Trample Whenever a Wolf or Werewolf you control becomes the target of an instant or sorcery spell, create a 2/2 green Wolf creature token.
Creature — Human Warlock
Magecraft — Whenever you cast or copy an instant or sorcery spell, target creature gets +1/+0 until end of turn.
Sorcery
Choose two — • Target creature gets +3/+3 and gains flying until end of turn. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Target player draws a card and loses 1 life. • Target opponent sacrifices a creature of their choice.
Creature — Vampire Cleric
Magecraft — Whenever you cast or copy an instant or sorcery spell, this creature gains your choice of flying or lifelink until end of turn.
Creature — Human Cleric
As this creature enters, choose a nonland card name. Whenever an opponent casts a spell with the chosen name, they lose 3 life and you draw a card.
Creature — Fox Samurai
Flash Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Artifact Creature — Equipment Monkey
Equipped creature gets +1/+1. Whenever this creature or equipped creature becomes blocked, it deals 1 damage to defending player. Reconfigure {2} ({2}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature — Ape Spirit
Exile this card from your hand: Add {R}.
Enchantment
{1}{G}{U}: Put a +1/+1 counter on target creature you control. Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment. At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {G}{U}.
Land — Gate
This land enters tapped. {T}: Add {G} or {U}.
Creature — Mutant Wizard
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) {T}, Remove one or more +1/+1 counters from this creature: Gain control of target creature with power less than or equal to the number of +1/+1 counters removed this way.
Artifact
{1}, {T}: Add {G}{U}.
Creature — Devil
Menace At the beginning of your upkeep, reveal the top card of your library. Any opponent may have you put that card into your graveyard. If a player does, this creature deals damage to that player equal to that card's mana value. Otherwise, put that card into your hand.
Legendary Creature — Leviathan Avatar
Flying Whenever Sin enters or attacks, exile a permanent card from your graveyard at random, then create a tapped token that's a copy of that card. If the exiled card is a land card, repeat this process.
Creature — Phyrexian Soldier
{3}{W}, {T}: Tap target creature. Corrupted — {W}, {T}: Tap target creature. Activate only if an opponent has three or more poison counters.
Sorcery
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
Land
This land enters tapped. {T}: Add {U} or {B}. {4}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Bird Scout
Flying Whenever this creature attacks, you lose 1 life and this creature endures 1. (Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
Sorcery
Until end of turn, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Exile Sins of the Past.
Instant
Look at the top two cards of target opponent's library. Exile one of them face down and put the other on the bottom of that library. You may play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell. Flashback {1}{U}{B}
Creature — Demon
At the beginning of each end step, each player discards their hand.
Instant
Cast this spell only during an opponent's turn, before attackers are declared. Creatures the active player controls attack this turn if able. At the beginning of the next end step, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn.
Creature — Human Cleric
Medicus Ministorum — When this creature enters, return target creature card from your graveyard to the battlefield. You gain life equal to its mana value.
Creature — Human Knight
Flash Psychic Abomination — When this creature enters, counter target instant spell, sorcery spell, activated ability, or triggered ability.
Legendary Creature — Gorgon
{G}: Target creature blocks Sisters of Stone Death this turn if able. {B}{G}: Exile target creature blocking or blocked by Sisters of Stone Death. {2}{B}: Put a creature card exiled with Sisters of Stone Death onto the battlefield under your control.
Legendary Creature — Human Rogue
Exhaust — {X}{G}{G}{U}: Put X +1/+1 counters on Sita Varma. Then you may have the base power and toughness of each other creature you control become equal to Sita Varma's power until end of turn. (Activate each exhaust ability only once.)
Legendary Creature — Human
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost. All damage that would be dealt to target creature this turn is dealt to you instead.
Creature — Beast
Trample Bloodrush — {5}{G}{G}, Discard this card: Target attacking creature gets +9/+9 and gains trample until end of turn.
Land
{T}: Add {C}. {R}{G}, {T}: Target creature gets +1/+1 and gains trample until end of turn.
Enchantment
Each Skeleton you control has trample, attacks each combat if able, and gets +X/+0, where X is the number of other Skeletons you control. At the beginning of your end step, create a tapped 1/1 black Skeleton creature token. If a creature died this turn, create two of those tokens instead.
Creature — Vampire Skeleton
Flying When this creature enters, create two 1/1 black Bat creature tokens with flying. {3}{B}{B}, Sacrifice a Bat: Create two 1/1 black Bat creature tokens with flying. Sacrifice a Bat: Regenerate this creature.
Land
This land enters tapped. {T}: Add {G}. {2}{B}{B}{G}, {T}, Sacrifice this land: Up to one target creature you don't control gets -2/-2 until end of turn. Create two 1/1 green Elf Warrior creature tokens. Activate only as a sorcery.
Creature — Elf Cleric
When this creature enters, choose one — • Each opponent loses X life, where X is the greatest number of creatures you control that have a creature type in common. • You gain X life, where X is the greatest number of creatures you control that have a creature type in common.
Creature — Dwarf Knight
Reach Whenever this creature blocks or becomes blocked by a creature, this creature deals 1 damage to that creature.
Artifact Creature — Human Wizard
Play with the top card of your library revealed. As long as the top card of your library is an artifact or creature card, this creature has all activated abilities of that card. (If any of the abilities use that card's name, use this creature's name instead.)