Inventory last scanned: 5/4/2026, 6:23:23 PM
Creature — Human Shaman
Whenever this creature attacks, each other creature you control gets +X/+X until end of turn, where X is this creature's power.
Creature — Human Druid
({R/G} can be paid with either {R} or {G}.) Sacrifice this creature: Add one mana of any color.
Creature — Satyr
When this creature enters, you may destroy target artifact.
Creature — Dog
At the beginning of your upkeep, if a player has more life than each other player, the player with the most life gains control of this creature. Cycling {2} ({2}, Discard this card: Draw a card.)
Sorcery
Roll two d4 and choose one result. Create a number of 3/3 green Beast creature tokens equal to that result. Then search your library for a number of basic land cards equal to the other result, put them onto the battlefield tapped, then shuffle.
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
Instant
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
Creature — Dog
Discard a card: This creature gets +1/+1 and becomes the color of your choice until end of turn.
Instant
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.
Instant
Ferocious — If you control a creature with power 4 or greater, damage can't be prevented this turn. Wild Slash deals 2 damage to any target.
Creature — Elf Druid
When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Artifact Creature — Scarecrow
Defender {2}, Sacrifice this creature: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
Creature — Orc Shaman Sorcerer
The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creature — Elf Archer
Flash (You may cast this spell any time you could cast an instant.) Reach (This creature can block creatures with flying.) Whenever another non-Human creature you control enters, you may pay {X}. When you do, put X +1/+1 counters on this creature.
Sorcery
Manifest the top card of your library, then put X +1/+1 counters on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Enchantment
At the beginning of your end step, untap all lands you control.
Creature — Elemental
Whenever an opponent is dealt noncombat damage, creatures you control get +1/+0 until end of turn.
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.) Wildfire Howl deals 2 damage to each creature. If the gift was promised, instead Wildfire Howl deals 1 damage to any target and 2 damage to each creature.
Creature — Elf Shaman
{8}: Target creature gets +5/+5 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Instant
Target creature gets +2/+2 and gains trample until end of turn. Draw a card.
Creature — Elf Warrior
When this creature enters, return target creature or battle card from your graveyard to your hand. If this creature would die, exile it instead.
Creature — Hydra
This creature enters with X +1/+1 counters on it. Whenever one or more +1/+1 counters are put on another non-Hydra creature you control, put a +1/+1 counter on this creature.
Legendary Planeswalker — Will
+2: Until your next turn, up to two target creatures each have base power and toughness 0/3 and lose all abilities. −2: Target player draws two cards. Until your next turn, instant, sorcery, and planeswalker spells that player casts cost {2} less to cast. −8: Target player gets an emblem with "Whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy." Partner with Rowan Kenrith Will Kenrith can be your commander.
Creature — Elemental
Flying When this creature enters, scry 2.
Instant
Destroy target artifact or enchantment. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Cat Monkey
{2}{G}: This creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {W}.
Creature — Spirit
Flying Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
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 {W}. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Creature — Bird Wizard
Flying Cycling {U} ({U}, Discard this card: Draw a card.) When you cycle this card, target creature gains flying until end of turn.
Creature — Merfolk Wizard
Flying Whenever this creature deals combat damage to a player, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Destroy all creatures that aren't enchanted. They can't be regenerated.
Creature — Angel
Flash Flying When this creature enters during the declare attackers step, for each attacking creature, you may reselect which player or permanent that creature is attacking. (It can't attack its controller or their permanents.)
Instant
Target creature gets +2/+2 until end of turn. Put a flying counter on it. Scry 1.
Instant
Target player sacrifices an attacking creature of their choice. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Creature — Snake
Flash (You may cast this spell any time you could cast an instant.) Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Creature — Angel
Flying, vigilance Cycling {W} ({W}, Discard this card: Draw a card.)
Sorcery
This spell costs {1} less to cast if you control a creature with flying. Draw two cards.
Creature — Dinosaur
This creature enters with your choice of a flying counter or a hexproof counter on it. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
Instant
Target creature gets +1/+3 and gains flying until end of turn. Untap it.
Creature — Human Wizard
When this creature enters, put a flying counter on target non-Human creature you control. {2}{U}, {T}: Put a +1/+1 counter on each creature you control with flying.
Snow Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. As long as you control another snow permanent, enchanted creature doesn't untap during its controller's untap step.
Instant
Choose one or both — • Tap target creature. • Winterflame deals 2 damage to target creature.
Creature — Human Knight
Deathtouch Wintermoor Commander's toughness is equal to the number of Knights you control. Whenever this creature attacks, another target Knight you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Sorcery
Draw three cards. Then discard two cards unless you discard a creature card. Harmonize {4}{U} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by {X}, where X is its power. Then exile this spell.)
Enchantment
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) Whenever you draw your first card during each of your draw steps, draw a card. Then if you have nine or more cards in hand, you may play the exiled card without paying its mana cost.
Creature — Elf Druid
{T}: Add {G}.
Land
{T}: Add {C}. {G}, {T}: Untap target Elf.
Creature — Insect
Return an Elf you control to its owner's hand: Untap target creature. Activate only once each turn.
Creature — Unicorn Monger
{2}: Target creature gains protection from the color of its controller's choice until end of turn. Any player may activate this ability.
Creature — Angel
Flying When this creature enters, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
Artifact
{1}{B}, {T}, Sacrifice a creature: You gain 1 life and draw a card.
Sorcery
You may discard a card. If you do, draw two cards. Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)