Inventory last scanned: 4/30/2026, 6:41:52 PM
Sorcery
Destroy all nonwhite creatures.
Enchantment
All creatures have haste.
Legendary Creature — Human Assassin
Menace When Massacre Girl enters, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.
Legendary Creature — Human Assassin
Menace Creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.) Whenever a creature an opponent controls dies, if its toughness was less than 1, draw a card.
Creature — Phyrexian Wurm
When this creature enters, creatures your opponents control get -2/-2 until end of turn. Whenever a creature an opponent controls dies, that player loses 2 life.
Creature — Elf Wizard
Each other creature you control enters with a number of additional +1/+1 counters on it equal to this creature's power and as a Mutant in addition to its other types.
Creature — Rhino Druid
At the beginning of your upkeep, each opponent chooses money, friends, or secrets. For each player who chose money, you and that player each create a Treasure token. For each player who chose friends, you and that player each create a 1/1 green and white Citizen creature token. For each player who chose secrets, you and that player each draw a card.
Creature — Demon
First strike, deathtouch This creature can only attack alone. Whenever this creature attacks a player and isn't blocked, that player's life total becomes 1. This creature assigns no combat damage this combat.
Creature — Vampire Cleric
{T}, Sacrifice another creature: Add {B}{B}{B}. Spend this mana only to cast Vampire, Cleric, and/or Demon spells.
Creature — Zombie Wizard
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) At the beginning of your upkeep, if this card is in your graveyard, you may pay 1 life. If you do, return it to your hand.
Creature — Merfolk Wizard
Protection from red Elemental creatures you control get +1/+1. When this creature enters, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)
Enchantment Creature — Demon
Flying At the beginning of your upkeep, each opponent draws a card.
Creature — Merfolk
Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
Creature — Human Shaman
At the beginning of your upkeep, create a 2/2 green Wolf creature token. {T}: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves.
Sorcery
Choose one — • Search your library for a card, put it into your hand, then shuffle. • Put a card you own from outside the game into your hand.
Artifact — Equipment
You may have this Equipment enter as a copy of any Equipment on the battlefield.
Sorcery
Target player draws 2ˣ cards. (2⁰ = 1, 2¹ = 2, 2² = 4, 2³ = 8, 2⁴ = 16, 2⁵ = 32, and so on.)
Legendary Creature — Human Warlock
Whenever you scry or surveil, draw a card. (Draw after you scry or surveil.)
Creature — Eldrazi
({C} represents colorless mana.) When this creature dies, reveal the top card of your library. You may put that card onto the battlefield if it's a permanent card with mana value 3 or less. Otherwise, put that card into your hand.
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.) Equip {2}{W}{W}
Creature — Spirit
Flying Whenever another Spirit you control enters, this creature gets +1/+1 until end of turn. Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays {X}, where X is this creature's power.
Legendary Creature — Bird Advisor
Flying {0}: You may cast target instant or sorcery card from your graveyard this turn. If that spell doesn't target a creature you control, it costs {8} more to cast this way. If that spell would be put into your graveyard, exile it instead. Activate only once each turn. (You still pay the spell's costs. Timing rules for the spell still apply.)
Legendary Creature — Vampire Cleric
Whenever one or more nontoken Vampires you control attack, create a 1/1 white Vampire creature token with lifelink.
Creature — Tyranid
Ravenous (This creature enters with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.) Terror from the Deep — When this creature enters, it fights up to one target creature an opponent controls. If that creature would die this turn, exile it instead.
Enchantment
At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.
Creature — Devil
Whenever a player sacrifices a permanent, this creature deals 1 damage to any target.
Land
{T}: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Land
This land enters tapped. {T}: Add {C}. {3}, {T}, Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
Legendary Creature — Insect Shaman
Flying Whenever a player sacrifices another permanent, put a +1/+1 counter on each creature you control.
Enchantment — Room // Enchantment — Room
Enchantment — Aura
Enchant artifact you control At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
Enchantment
If a red or artifact source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
Legendary Creature — Sphinx
Flying Whenever Medomai deals combat damage to a player, take an extra turn after this one. Medomai can't attack during extra turns.
Artifact
Creatures with power 3 or greater don't untap during their controllers' untap steps.
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Draw two cards.
Creature — Sliver
Sliver creatures you control get +3/+3.
Legendary Creature — Human Scout
You can't get poison counters. Creatures you control can't have -1/-1 counters put on them. Creatures your opponents control lose infect.
Sorcery
Destroy each artifact with mana value X or less.
Artifact Creature — Construct