Inventory last scanned: 5/3/2026, 7:32:51 PM
Artifact
This artifact enters tapped. {T}: Add {W}. {T}: The next spell you cast this turn has convoke.
Creature — Merfolk Wizard
Champion a Merfolk (When this enters, sacrifice it unless you exile another Merfolk you control. When this leaves the battlefield, that card returns to the battlefield.) Whenever this creature deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.
Creature — Elemental
When this creature enters, sacrifice it unless an opponent was dealt damage this turn. Whenever an opponent is dealt damage, put that many +1/+1 counters on this creature.
Land
{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle. III — Creatures you control gain double strike until end of turn. The Ring tempts you.
Enchantment
Whenever an opponent taps a land for mana, tap all lands that player controls. If a creature an opponent controls attacks, all creatures that opponent controls attack if able.
Creature — Sliver
As this creature enters, choose a color. All Slivers have protection from the chosen color.
Creature — Hydra
At the beginning of your end step, put a +1/+1 counter on this creature. Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Creature — Orc Warrior
Menace Other Orcs and Goblins you control have menace. At the beginning of combat on your turn, amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Sorcery
Search your library for a permanent card with mana value X or less, put it onto the battlefield, then shuffle.
Creature — Human Pirate
Flying Whenever this creature attacks, target creature defending player controls loses all abilities and has base power and toughness 0/1 until end of turn.
Enchantment
Creatures you control get +1/+1. Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Creature — Goblin Berserker
Double strike Whenever this creature deals damage to an opponent, you may put a Goblin creature card from your hand onto the battlefield.
Creature — Zombie Goblin Wizard
Pay 1 life, Sacrifice another creature: Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Sorcery
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Enchantment
Whenever a creature you control enters, it deals damage equal to its power to any target.
Enchantment
Whenever an opponent discards a creature card, create a 2/2 black Zombie creature token. Whenever an opponent discards a land card, add {B}{B}. Whenever an opponent discards a noncreature, nonland card, draw a card.
Land
{T}: Add {C}. {T}, Sacrifice this land: Destroy target nonbasic land.
Land
{T}: Add {G}. {T}: Add {B}. Activate only if you control a Swamp or a Forest.
Creature — Elk Mutant
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.) Whenever this creature evolves, create a token that's a copy of it.
Land
{T}, Pay 1 life: Add {G} or {U}. {1}, {T}, Sacrifice this land: Draw a card.
Land — Island Swamp
({T}: Add {U} or {B}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Sorcery
Return each creature without a +1/+1 counter on it to its owner's hand.
Creature — Rat
Trample When this creature dies, if it dealt combat damage to a player this turn, return it to the battlefield under its owner's control. Blitz {4}{B} (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
{2}, {T}, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature — Dinosaur
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) You may play an additional land on each of your turns. This creature can't attack or block unless you have the city's blessing.
Enchantment
Whenever a nontoken artifact you control enters, create a colorless artifact token named Munitions with "When this token leaves the battlefield, it deals 2 damage to any target."
Instant // Instant
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Destroy target artifact or enchantment. If the gift was promised, instead destroy two target artifacts and/or enchantments.
Artifact
Landfall — Whenever a land you control enters, put a charge counter on this artifact. {T}: Add one mana of any color. {T}, Remove two charge counters from this artifact: Add {C}{C}. {T}, Remove three charge counters from this artifact: It deals 3 damage to any target.
Instant
You gain 3 life. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Artifact Creature — Wall
Defender, vigilance, reach, trample This creature can attack players who attacked you during their last turn as though it didn't have defender. Whenever this creature attacks, it gets +3/+3 and gains indestructible until end of turn.
Creature — Human Nomad Cleric
{W}, {T}: Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
Legendary Artifact — Vehicle
Flying Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.) Crew 3
Enchantment Creature — Snake Druid
Other enchantment creatures you control get +1/+1. {G}, {T}: Copy target activated or triggered ability you control from an enchantment source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
Enchantment
At the beginning of combat on each opponent's turn, that player may exile a card from their graveyard. If the player doesn't, creatures they control can't attack you this turn.