Inventory last scanned: 5/2/2026, 6:40:55 PM
Basic Snow Land — Mountain
({T}: Add {R}.)
Basic Snow Land — Plains
({T}: Add {W}.)
Basic Snow Land — Swamp
({T}: Add {B}.)
Instant
If you control a Swamp, you may pay 4 life rather than pay this spell's mana cost. Destroy target nonblack creature. It can't be regenerated.
Legendary Land
{T}: Add {R}. Channel — {3}{R}, Discard this card: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This ability costs {1} less to activate for each legendary creature you control.
Legendary Creature — Human Warrior Ally
Menace, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Other Allies you control have menace and prowess. Whenever you cast a noncreature spell, create a 1/1 white Ally creature token.
Artifact
Suspend 3—{1} (Rather than cast this card from your hand, pay {1} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) {T}: Add {C}{C}.
Land
If this land would enter, sacrifice an untapped Island instead. If you do, put this land onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add {C}{U}. {1}, {T}: Scry 1.
Artifact Creature — Golem
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, you may draw a card.
Enchantment
Players can't get counters. Counters can't be put on artifacts, creatures, enchantments, or lands.
Enchantment
At the beginning of your upkeep, sacrifice this enchantment unless you discard a card. Skip your draw step. You have shroud. (You can't be the target of spells or abilities.) Prevent all damage that would be dealt to you.
Creature — Elemental Incarnation
Flash Lifelink When this creature enters, exile up to one other target creature. That creature's controller gains life equal to its power. Evoke—Exile a white card from your hand.
Legendary Creature — Phyrexian Horror
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals double that damage to that player or permanent instead. {1}{R/P}{R/P}, Discard two cards: Put an indestructible counter on Solphim. ({R/P} can be paid with either {R} or 2 life.)
Sorcery
Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.
Creature — Human Druid
{T}: Add three mana of any one color. Spend this mana only to cast creature spells.
Enchantment
You may play an additional land on each of your turns. Whenever you cast a spell, draw two cards. At the beginning of your end step, discard your hand.
Enchantment — Aura
Enchant permanent Enchanted permanent is a colorless Forest land.
Enchantment
Whenever you cast a spell, populate. (Create a token that's a copy of a creature token you control.)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.
Instant
Add {B} for each creature card in your graveyard.
Legendary Creature — Hedgehog Warrior
Haste Gotta Go Fast — Whenever Sonic the Hedgehog attacks, put a +1/+1 counter on each creature you control with flash or haste. Whenever a creature you control with flash or haste is dealt damage, create a tapped Treasure token.
Enchantment
{3}{U}{U}: Shuffle your library. {X}: Look at the top X cards of your library, then put them back in any order.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When this Class enters, draw two cards, then discard two cards. {U}{R}: Level 2 Creatures you control have "{T}: Add {U} or {R}. Spend this mana only to cast an instant or sorcery spell or to gain a Class level." {3}{U}{R}: Level 3 Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.
Legendary Planeswalker — Sorin
+1: Look at the top card of your library. You may reveal that card and put it into your hand. If you do, you lose life equal to its mana value. −2: Create a 2/3 black Vampire creature token with flying and lifelink. −7: Sorin deals 13 damage to any target. You gain 13 life.
Legendary Planeswalker — Sorin
+1: Reveal the top card of your library and put that card into your hand. Each opponent loses life equal to its mana value. −X: Sorin deals X damage to target creature or planeswalker and you gain X life. −9: Create a number of 1/1 black Vampire Knight creature tokens with lifelink equal to the highest life total among all players.
Legendary Planeswalker — Sorin
+1: Target creature you control gains deathtouch and lifelink until end of turn. If it's a Vampire, put a +1/+1 counter on it. +1: You may sacrifice a Vampire. When you do, Sorin deals 3 damage to any target and you gain 3 life. −3: You may put a Vampire creature card from your hand onto the battlefield.
Legendary Planeswalker — Sorin
+1: Create a 1/1 black Vampire creature token with lifelink. −2: You get an emblem with "Creatures you control get +1/+0." −6: Destroy up to three target creatures and/or other planeswalkers. Return each card put into a graveyard this way to the battlefield under your control.
Legendary Planeswalker — Sorin
+1: Until your next turn, creatures you control get +1/+0 and gain lifelink. −2: Create a 2/2 black Vampire creature token with flying. −6: You get an emblem with "At the beginning of each opponent's upkeep, that player sacrifices a creature of their choice."
Legendary Planeswalker — Sorin
During your turn, creatures and planeswalkers you control have lifelink. +2: Sorin deals 1 damage to target player or planeswalker. −X: Return target creature card with mana value X from your graveyard to the battlefield. That creature is a Vampire in addition to its other types.
Instant
Exile target nonland permanent. For as long as that card remains exiled, its owner may play it. A spell cast by an opponent this way costs {2} more to cast.