Inventory last scanned: 5/3/2026, 7:17:55 PM
Creature — Spirit Knight
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Creature — Spirit Pirate
Flash (You may cast this spell any time you could cast an instant.) Flying {3}{U}: Draw a card.
Artifact
{T}: Choose a player. That player adds one mana of any color they choose.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. {1}{W}, Exile this card from your graveyard: Return another target Aura or Equipment card from your graveyard to your hand.
Creature — Human Pilot
Haste Whenever this creature crews a Vehicle, that Vehicle gains haste until end of turn.
Instant
Counter target spell with mana value X. (For example, if that spell's mana cost is {3}{U}{U}, X is 5.)
Instant
Counter target noncreature spell unless its controller pays {2}.
Creature — Spirit
Flash Flying When this creature enters, exile target spell with mana value 4 or less. When this creature leaves the battlefield, the exiled card's owner may cast that card without paying its mana cost.
Artifact
Magecraft — Whenever you cast or copy an instant or sorcery spell, put a book counter on this artifact. {T}, Remove a book counter from this artifact: Add {C}. {3}, {T}, Remove three book counters from this artifact: Draw a card.
Instant
Devoid (This card has no color.) Counter target spell unless its controller pays {4}. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Instant
Counter target spell with mana value 2.
Instant
Counter target spell. Fateful hour — If you have 5 or less life, draw a card.
Instant
Counter target spell unless its controller pays {2} plus an additional {1} for each Faerie you control.
Instant
Counter target spell unless its controller pays {1} for each blue permanent you control.
Creature — Human Bard
Whenever this creature attacks, instant and sorcery spells you cast this turn cost {1} less to cast. Encore {3}{R} ({3}{R}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Artifact — Book
You have no maximum hand size.
Creature — Dragon
Flying Whenever this creature attacks, draw a card, then discard a card. This creature gets +X/+0 until end of turn, where X is the discarded card's mana value.
Creature — Wolverine
This creature has double strike as long as there are three or more instant and/or sorcery cards in your graveyard.
Token Creature — Weird
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature. (This token's mana cost is {2}{R}.)
Creature — Chimera
Flying, trample Spellheart Chimera's power is equal to the number of instant and sorcery cards in your graveyard.
Creature — Phoenix
Flying When this creature enters, you may return target instant or sorcery card with a cycling ability from your graveyard to your hand. At the beginning of each end step, if you cycled two or more cards this turn, return this card from your graveyard to your hand.
Sorcery
Exile target instant or sorcery card from your graveyard and target instant or sorcery card from an opponent's graveyard. Copy those cards. Cast the copies if able without paying their mana costs. Exile Spelltwine.
Creature — Zombie Snake Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.)
Creature — Sphinx
Flying, ward {2} Domain — Whenever this creature deals combat damage to a player, reveal the top X cards of your library, where X is the number of basic land types among lands you control. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. (Piles can be empty.)
Creature — Sphinx
Flying Shroud (This creature can't be the target of spells or abilities.) You may look at the top card of your library any time.
Creature — Sphinx
Flying {2}{U}: Draw a card, then put a +1/+1 counter on this creature.
Creature — Sphinx
Flying When this creature enters, reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Creature — Sphinx
Flying Discard two nonland cards with the same name: Draw four cards.
Artifact Creature — Sphinx
Flying, first strike, vigilance, lifelink, protection from red and from green
Instant
You gain X life and draw X cards.
Sorcery
Destroy up to one target artifact, enchantment, or creature with flying. Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Instant
Untap target creature. It gets +2/+4 and gains reach until end of turn. (It can block creatures with flying.)
Creature — Spike
This creature enters with two +1/+1 counters on it. {2}, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature. Remove a +1/+1 counter from this creature: You gain 2 life.
Creature — Goblin Warrior
Haste
Creature — Drake
Flying Sacrifice this creature: Counter target spell unless its controller pays {2}.
Creature — Drake
Flying (This creature can't be blocked except by creatures with flying or reach.) Sacrifice this creature: Counter target spell unless its controller pays {1}.
Instant
Cast this spell only during combat. Untap target creature you don't control and gain control of it. It gains haste until end of turn. At the beginning of the next end step, sacrifice it. If you do, you gain life equal to its toughness.
Artifact
When this artifact enters, destroy target permanent. When this artifact is put into a graveyard from the battlefield, return it to its owner's hand.
Creature — Shark
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever this creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Minotaur Berserker
As long as you've drawn two or more cards this turn, this creature has double strike.
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {R}. {R}, {T}: You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Creature — Human Knight
Trample When this creature enters, you gain 3 life. Plot {3}{G} (You may pay {3}{G} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature — Spider Spirit
Reach Whenever another nontoken creature you control dies, you may reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order.
Artifact
{T}: Add one mana of any color. {5}, {T}: Tap target creature.
Sorcery
Target creature you control deals damage equal to its power to each of X target creatures and/or planeswalkers.
Artifact Creature — Golem
Affinity for Islands (This spell costs {1} less to cast for each Island you control.) Flying
Land
{T}: Add {C}. {T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
Creature — Human Rogue
Whenever this creature becomes tapped, it deals 1 damage to each opponent.
Enchantment — Aura
Enchant creature You control enchanted creature. Enchanted creature gets +2/+2 and has flying.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Whenever enchanted creature deals damage, you gain that much life.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has protection from creatures.
Sorcery — Lesson
Create a 3/2 red and white Spirit creature token.
Snow Creature — Bear Spirit
When this creature enters, search your library for a snow land card, reveal it, put it into your hand, then shuffle. This creature gets +1/+0 for each other snow permanent you control.
Enchantment Creature — Spirit
Each player can't draw more than one card each turn.
Enchantment
At the beginning of your end step, choose target permanent card in your graveyard. You may sacrifice a permanent that shares a card type with the chosen card. If you do, return the chosen card from your graveyard to the battlefield and it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else."
Enchantment Creature — Dog
When this creature enters, draw a card.