Inventory last scanned: 4/29/2026, 6:25:38 PM
Creature — Dwarf Pilot
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Whenever this creature becomes tapped, you may discard a card. If you do, draw a card.
Creature — Spirit
Flying When this creature enters, create a 1/1 white Spirit creature token with flying. {3}{W}, Exile this creature: Exile target creature.
Artifact — Equipment
Equipped creature has "{T}: Put an aim counter on Hankyu" and "{T}, Remove all aim counters from Hankyu: This creature deals damage to any target equal to the number of aim counters removed this way." Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Legendary Creature — Human Artificer
{1}{W}{U}, {T}: Return target artifact or enchantment card from your graveyard to your hand.
Legendary Creature — Human Scout
Whenever Hans Eriksson attacks, reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking defending player or a planeswalker they control. Otherwise, put that card into your hand. When you put a creature card onto the battlefield this way, it fights Hans Eriksson.
Creature — Human Soldier
Whenever this creature attacks, create two 1/1 red Human creature tokens that are tapped and attacking. (Melds with Hanweir Battlements.)
Instant
Target creature you control gains hexproof until end of turn. Remove all -1/-1 counters from it. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
Enchantment
When this enchantment enters, each player gains 5 life and draws a card. At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.
Creature — Human Warrior
Reach At the beginning of combat on your turn, another target creature you control gets +1/+0 until end of turn.
Creature — Merfolk Wizard
You may cast this spell as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.
Sorcery
Create a 0/3 blue Crab creature token. Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Instant
The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to any target instead.
Enchantment — Aura
Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice this Aura and that land gains indestructible until end of turn.
Sorcery
Draw three cards.
Enchantment
Whenever you cast an instant or sorcery spell from your hand, you may cast target card with the same name as that spell from your graveyard. (You still pay its costs.)
Instant
Choose target creature. You get {E}{E}{E} (three energy counters), then you may pay any amount of {E}. Harnessed Lightning deals that much damage to that creature.
Creature — Otter Wizard
Whenever you cast a noncreature or Otter spell, you may exile the top card of your library. Until end of turn, you may play that card. This ability triggers only once each turn.
Creature — Human Soldier
Haste When this creature dies, create a 1/1 black Rat creature token with "This token can't block."
Instant
As an additional cost to cast this spell, sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Sorcery
Target opponent reveals their hand. You choose a creature card from it. That player discards that card. Scry 1.
Instant
Harsh Sustenance deals X damage to any target and you gain X life, where X is the number of creatures you control.
Creature — Demon
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever another nontoken creature dies, you may draw a card.
Creature — Human Warrior
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature can't be blocked by creatures with power 2 or less this turn.
Enchantment
When this enchantment is put into a graveyard from the battlefield, draw three cards.
Creature — Djinn
Flying Haughty Djinn's power is equal to the number of instant and sorcery cards in your graveyard. Instant and sorcery spells you cast cost {1} less to cast.
Artifact — Equipment
Equipped creature has vigilance, trample, and haste. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Land
{T}: Add {C}. {3}, {T}, Sacrifice this land: Return a creature card at random from your graveyard to your hand.
Land — Swamp Forest
({T}: Add {B} or {G}.) This land enters tapped.
Artifact — Equipment
Equipped creature gets +4/+4. {0}: Until end of turn, this permanent becomes a 4/4 Spirit artifact creature that's no longer an Equipment. Activate only if you control no creatures. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Illusion
Vigilance This creature can't be blocked as long as you've cast an instant or sorcery spell this turn.
Creature — Beast Mutant
Whenever this creature attacks, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) {1}{G}: Reveal target face-down permanent. If it's a creature card, you may turn it face up.
Creature — Zombie Wizard
{1}: You may cast target creature card in a graveyard this turn. When you cast it this turn, this creature gains all activated abilities of that card until end of turn.
Creature — Human Wizard
{2}{U}, {T}, Exile a creature card from your graveyard: Create a 2/2 black Zombie creature token, then put a +1/+1 counter on each Zombie creature you control.
Creature — Devil
Whenever you sacrifice a permanent, this creature deals 1 damage to any target.
Creature — Eldrazi Drone
Devoid (This card has no color.) {1}{C}: This creature gets +2/+1 until end of turn. ({C} represents colorless mana.)
Artifact Creature — Insect
When this creature dies, you gain 2 life. {G}, Sacrifice this creature: Exile target noncreature artifact or noncreature enchantment.
Instant
Prevent all combat damage that would be dealt this turn. Cycling {3} ({3}, Discard this card: Draw a card.)
Legendary Creature — Human Warrior
Desertwalk (This creature can't be blocked as long as defending player controls a Desert.) You may play Desert lands from your graveyard. Whenever a Desert you control enters, create two 1/1 red, green, and white Sand Warrior creature tokens.
Legendary Artifact
Red creature spells you cast cost {1} less to cast. Whenever you cast a creature spell, you may discard a card. If you do, draw a card.
Creature — Zombie Knight
Creature — Bird
Flying, lifelink
Artifact — Equipment
Equipped creature gets +0/+2 and has "{T}: Prevent the next 1 damage that would be dealt to any target this turn." {W}{W}: Attach this Equipment to target creature you control. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
Target player gains 4 life. Draw a card.
Artifact — Equipment
Whenever equipped creature attacks, this Equipment deals 1 damage to target creature defending player controls. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Enchantment
Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
Creature — Human Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) {R}, Sacrifice this creature: It deals damage equal to its power to target creature or planeswalker.
Instant
Choose one — • Destroy target creature with no counters on it. • Remove up to three counters from target creature.
Sorcery
Create a token that's a copy of target creature, except it has haste and "At the beginning of the end step, exile this token."