Inventory last scanned: 5/2/2026, 6:24:28 PM
Creature — Dinosaur
Artifact
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) {T}: Add {C}. {T}, Sacrifice this artifact: You gain 3 life and draw a card. Activate only if you have the city's blessing.
Creature — Elemental
Council's dilemma — When this creature enters, starting with you, each player votes for sprout or harvest. Put two +1/+1 counters on this creature for each sprout vote. You gain 3 life for each harvest vote.
Creature — Spirit
This creature can't be blocked except by creatures with flying or reach.
Creature — Treefolk
When this creature enters, create two Food tokens. (They're artifacts with "{2}, {T}, Sacrifice this token: You gain 3 life.") Basic landcycling {1}{G} ({1}{G}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Creature — Orc Warrior
Echo {R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature dies, it deals 2 damage to target player or planeswalker.
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura. When you sacrifice this Aura, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura. When you sacrifice this Aura, it deals 3 damage to any target.
Sorcery
Choose left or right. Starting with you and proceeding in the chosen direction, each player chooses a creature controlled by the next player in that direction. Each player gains control of the creature they chose.
Creature — Kithkin Cleric
{1}{W}{W}, {Q}: Return target creature card with mana value 3 or less from your graveyard to the battlefield. ({Q} is the untap symbol.)
Creature — Human Cleric
Defender (This creature can't attack.) As this creature enters, choose a color. This creature has protection from the chosen color.
Creature — Dragon
This spell costs {1} less to cast for each land card in your graveyard. Flying, haste
Enchantment Creature — Nymph
{2}{R}, Discard a card: Draw a card.
Creature — Cat Scout
When this creature enters, search your library for up to X Plains cards, where X is the number of players who control more lands than you. Reveal those cards, put them into your hand, then shuffle.
Sorcery
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Destroy all nonartifact creatures.
Artifact
{1}, {T}, Sacrifice this artifact: Create a 1/1 colorless Myr artifact creature token. When this artifact is put into a graveyard from the battlefield, you may pay {W}. If you do, draw a card.
Instant
Kicker {R} (You may pay an additional {R} as you cast this spell.) Destroy target artifact or enchantment. If this spell was kicked, it deals damage equal to that permanent's mana value to target creature.
Legendary Creature — Human Cleric
{T}: Prevent all damage that would be dealt to target creature this turn. Grandeur — Discard another card named Oriss, Samite Guardian: Target player can't cast spells this turn, and creatures that player controls can't attack this turn.
Instant
Untap target creature. It gets +1/+3 until end of turn.
Creature — Dinosaur
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever this creature attacks, if you control a creature with power 4 or greater, this creature gets +2/+2 until end of turn.
Artifact Creature — Thopter
Flying
Artifact Creature — Thopter
Flying {T}: Add one mana of any color.
Artifact
This artifact enters with X charge counters on it. {5}, {T}: Create a 1/1 green Snake creature token for each charge counter on this artifact.
Creature — Snake Druid
{T}: Add {G}. As long as this creature is modified, it has "{T}: Add {G}{G}." (Equipment, Auras you control, and counters are modifications.)
Creature — Phyrexian Cleric
Vigilance This creature gets +2/+0 as long as you control two or more artifacts.
Creature — Human Advisor
At the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. If a player does, creatures that player controls can't attack you or planeswalkers you control until your next turn.
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {W}{B}.
Instant
Choose one — • Return target creature you control and all Auras you control attached to it to their owner's hand. • Destroy target creature and you lose life equal to its toughness. • Return target creature card with mana value 1 or less from your graveyard to the battlefield.
Artifact
{T}: Add {W} or {B}. {W}{B}, {T}, Sacrifice this artifact: Draw a card.
Land — Gate
This land enters tapped. {T}: Add {W} or {B}.
Artifact
{T}: Add {W} or {B}. {W}{B}: This artifact becomes a 1/4 white and black Thrull artifact creature with lifelink until end of turn.
Artifact
{T}: Add {W} or {B}. {W/B}{W/B}{W/B}{W/B}, {T}, Sacrifice this artifact: Draw two cards.
Artifact
{1}, {T}: Add {W}{B}.
Land
{T}: Add {C}. {3}{W}{B}, {T}: Target player loses 1 life and you gain 1 life.
Legendary Creature — Human Wizard
This spell costs {1} less to cast for each different mana value among cards in your graveyard. Whenever you discard a nonland card, you may cast it from your graveyard.
Enchantment — Aura
Enchant basic land you control When this Aura enters, exile target creature or planeswalker an opponent controls until this Aura leaves the battlefield.
Creature — Rat
When this creature enters, it deals X damage to target creature or planeswalker an opponent controls, where X is the number of creature cards in your graveyard.
Creature — Squirrel Warlock
Deathtouch {T}: Until end of turn, you may cast creature spells from your graveyard by foraging in addition to paying their other costs. If you cast a spell this way, that creature enters with a finality counter on it. (To forage, exile three cards from your graveyard or sacrifice a Food. If a creature with a finality counter on it would die, exile it instead.)
Sorcery
Put target creature into its owner's library second from the top. Its controller gains 3 life.
Instant
This spell can't be countered. (This includes by the ward ability.) Tap up to two target creatures and put a stun counter on each of them. Investigate. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Enchantment
When this enchantment enters, untap all creatures, then those creatures phase out until this enchantment leaves the battlefield. Put a time counter on this enchantment for each creature that phased out this way. Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.)
Creature — Human Mercenary
When this creature enters, search your library for a basic land card or a Desert card, reveal it, put it into your hand, then shuffle. This creature gets +1/+1 for each Desert you control.
Instant
Outflank deals damage to target attacking or blocking creature equal to the number of creatures you control.
Enchantment
At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics. • 3/1 Human Warrior with trample and haste. • 2/1 Human Cleric with lifelink and haste. • 1/2 Human Rogue with haste and "When this token enters, it deals 1 damage to any target."
Sorcery
Put a +1/+1 counter on target creature you control, then it fights target creature you don't control. (Each deals damage equal to its power to the other.) Adamant — If at least three green mana was spent to cast this spell, the creature you control gains indestructible until end of turn.
Instant
Outnumber deals damage to target creature equal to the number of creatures you control.
Enchantment
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.