Cards Tracked
8516
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8516
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Inventory last scanned: 7/28/2026, 6:09:03 PM
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+1, has haste, and attacks each combat if able. When enchanted creature dies, you may search your library for a card named Infectious Bloodlust, reveal it, put it into your hand, then shuffle.
Creature — Zombie Horror
Whenever this creature attacks, each opponent loses 2 life.
Creature — Devil Rogue
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, gain control of target artifact or creature until end of turn. Untap that permanent. It gains haste until end of turn.
Enchantment
Cumulative upkeep—Pay {B} and 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) If a land is tapped for mana, it produces {B} instead of any other type.
Instant
Destroy target creature. You lose 2 life.
Artifact
{T}: Add {B}. {1}{B}{B}, {T}, Sacrifice this artifact: You draw two cards and you lose 2 life.
Creature — Gorgon
Whenever this creature blocks a creature, destroy that creature at end of combat. Whenever this creature becomes blocked by a non-Wall creature, destroy that creature at end of combat.
Creature — Giant
{R}: This creature gets +1/+0 until end of turn. Whenever this creature enters or attacks, it deals 3 damage divided as you choose among one, two, or three targets.
Artifact — Equipment
Whenever equipped creature becomes blocked by a creature, you may draw two cards. Equip {1}
Enchantment — Aura
Enchant creature Creatures you control that are enchanted get +1/+1 and can't be blocked except by creatures with defender.
Sorcery
Choose a creature card name. Search target opponent's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles.
Enchantment — Aura
Enchant creature When this Aura enters attached to a creature, each other nontoken creature you control becomes a copy of that creature. Nontoken creatures you control enter as a copy of enchanted creature.
Instant
Target creature gets +3/+2 until end of turn.
Instant
Until end of turn, target creature gains deathtouch and "When this creature dies, return it to the battlefield tapped under its owner's control." You gain 2 life.
Sorcery
Destroy all creatures you don't control and all planeswalkers you don't control.
Legendary Creature — Human Wizard
When Inga Rune-Eyes enters, scry 3. When Inga Rune-Eyes dies, draw three cards if three or more creatures died this turn.
Artifact
Cascade (When you cast this spell, 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.) {1}, {T}, Sacrifice an artifact: Return target artifact you control to its owner's hand.
Creature — Elemental
When this creature enters, destroy target artifact. Evoke {R} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Artifact
When this artifact enters, the Ring tempts you. {T}: Add one mana of any color.
Creature — Cat
Whenever this creature deals combat damage to a player, untap target creature or land.
Sorcery — Lesson
Create a 2/1 white and black Inkling creature token with flying.
Creature — Human Ninja
Flying {3}{B}: This creature gets +2/+2 until end of turn.
Instant
Target creature deals damage to itself equal to its power.
Legendary Creature — Djinn
Flying {2}{W/U}: Attacking creatures with flying get +1/+1 until end of turn. ({W/U} can be paid with either {W} or {U}.) Whenever three or more creatures you control with flying attack, each player gains control of a nonland permanent of your choice controlled by the player to their right.
Sorcery
Each player sacrifices a creature of their choice.
Creature — Goblin Citizen
Whenever this creature is dealt 3 or more damage, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Sorcery
Target player reveals their hand. You choose a nonland card from it with mana value 3 or less. That player discards that card.
Creature — Ox
Delirium — This creature gets +1/+0 and has vigilance as long as there are four or more card types among cards in your graveyard.
Creature — Nightmare
Mutate {2}{B} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Deathtouch Whenever this creature mutates, each opponent loses X life and you gain X life, where X is the number of times this creature has mutated.
Artifact
{1}, {T}, Sacrifice this artifact: Reveal the top five cards of your library. Put a land card from among them into your hand and the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.
Instant
Kicker {2}{G} Choose one. If this spell was kicked, choose any number instead. • Put two +1/+1 counters on target creature. • Target player gains X life, where X is the greatest power among creatures they control. • Target creature you control fights target creature you don't control.
Sorcery
Kicker {2}{U}{U} Choose one. If this spell was kicked, choose any number instead. • Return up to two target creatures to their owners' hands. • Scry 2, then draw two cards. • Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
Sorcery
Kicker {2}{B}{B} Choose one. If this spell was kicked, choose any number instead. • Target opponent discards two cards. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Destroy target creature with mana value 3 or less.
Creature — Vampire
Menace (This creature can't be blocked except by two or more creatures.) Discard a card, Sacrifice this creature: Draw a card.
Instant
Creatures you control get +2/+1 until end of turn.
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Sorcery
Put a +1/+1 counter on each creature you control.
Artifact
Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for {1}.)
Land
This land enters tapped unless you control two or fewer other lands. {T}: Add {R} or {W}.
Creature — Human Knight
Other Knights you control get +1/+1.
Creature — Dwarf Bard
Vicious Mockery — When this creature enters, target creature an opponent controls can't block this turn. Goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
Creature — Horror
Devour Intellect — When this creature enters, each opponent exiles a card from their hand until this creature leaves the battlefield. Body Thief — You may play lands and cast spells from among cards exiled with this creature. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
Instant
Choose an opponent. You and that player each draw three cards. Choose an opponent. Untap all nonland permanents you control and all nonland permanents that player controls.
Enchantment — Aura
Enchant permanent Enchanted permanent can't attack, block, or crew Vehicles. Its activated abilities can't be activated unless they're mana abilities.
Land
Whenever you cast a planeswalker spell, you gain 1 life. {T}: Add {C}. {1}, {T}: Add two mana of different colors. Spend this mana only to cast planeswalker spells.
Sorcery
Scry 3, then reveal the top card of your library. Draw cards equal to that card's mana value. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Kicker {2}{B} (You may pay an additional {2}{B} as you cast this spell.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If this spell was kicked, sacrifice that creature at the beginning of the next end step.
Enchantment
When this enchantment enters, each opponent loses 1 life, you gain 1 life, and you draw a card. Whenever you commit a crime, you may return this enchantment to its owner's hand. (It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)