Inventory last scanned: 4/27/2026, 6:26:57 PM
Artifact — Contraption
Whenever you crank this Contraption, look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
Artifact — Contraption
Whenever you crank this Contraption, return target creature card from your graveyard to your hand.
Sorcery
Return target card from your graveyard to your hand.
Creature — Djinn Bard
Vigilance Repartee — Whenever you cast an instant or sorcery spell that targets a creature, this creature gets +1/+1 until end of turn.
Instant
Counter target spell. You may cast a spell with equal or lesser mana value from your hand without paying its mana cost.
Instant
Exile target opponent's graveyard. For each creature card exiled this way, create a 1/1 colorless Spirit creature token.
Sorcery
Target opponent loses 5 life unless that player discards two cards or sacrifices a creature or planeswalker of their choice. Repeat this process once.
Sorcery
Repeating Barrage deals 3 damage to any target. Raid — {3}{R}{R}: Return this card from your graveyard to your hand. Activate only if you attacked this turn.
Instant // Sorcery
Sorcery
Spree (Choose one or more additional costs.) + {1} — Destroy target artifact. + {1} — Destroy target enchantment. + {1} — Put a +1/+1 counter on each creature target player controls.
Instant
Exile target artifact or creature. Its controller creates a 4/4 blue and red Elemental creature token.
Artifact Creature — Moonfolk Wizard
Flash Flying Whenever an artifact creature you control deals combat damage to a player, draw a card.
Creature — Kraken
Trample, ward {2} At the beginning of each combat, if this creature is untapped, any opponent may tap an untapped creature they control. If they do, tap this creature and create a 1/1 blue Fish creature token with "This token can't be blocked."
Instant // Sorcery
Sorcery
Suspend 2—{1}{W} (Rather than cast this card from your hand, pay {1}{W} and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)
Creature — Phoenix
Flying, haste When this creature enters, if you cast it, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.) As long as this card is in your graveyard, if you would learn, you may instead return this card to the battlefield.
Sorcery
Create a 5/4 green Snake creature token. Lands you control don't untap during your next untap step.
Creature — Human Knight
Vigilance As this creature enters, choose a creature type. Human creatures you control have protection from creatures of the chosen type.
Sorcery
Choose three. You may choose the same mode more than once. • Create a 2/2 white Knight creature token with vigilance. • Exile target enchantment. • You gain 5 life.
Land
{T}: Add {C}. {1}{U}, {T}: Return target Wizard you control to its owner's hand.
Sorcery
Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on each artifact that became a creature this way. Overload {4}{U}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Creature — Merfolk
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) {1}, {T}: Tap target land.
Instant
Target opponent may have Risk Factor deal 4 damage to them. If that player doesn't, you draw three cards. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create two 0/1 black Cleric creature tokens. III — Create a 6/6 black Demon creature token with flying, trample, and "At the beginning of your upkeep, sacrifice another creature. If you can't, this token deals 6 damage to you."
Creature — Human Shaman
Spectacle {2}{B}{R} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) When this creature enters, discard a card, then draw a card. If this creature's spectacle cost was paid, instead discard your hand, then draw three cards.
Sorcery
Until end of turn, creatures you control get +2/+2 and gain menace and "Whenever this creature attacks, you gain 1 life." (A creature with menace can't be blocked except by two or more creatures.)
Sorcery
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.) Destroy all creatures. They can't be regenerated.
Creature — Human Assassin
{T}: Destroy target tapped creature.
Creature — Dwarf Sorcerer
When this creature enters, you may discard a card. If you do, draw a card. {T}, Exile a card from your graveyard: Add {R}. When you do, this creature deals 1 damage to each opponent.
Creature — Elemental
Rubblehulk's power and toughness are each equal to the number of lands you control. Bloodrush — {1}{R}{G}, Discard this card: Target attacking creature gets +X/+X until end of turn, where X is the number of lands you control.
Sorcery
Destroy target creature or planeswalker. Awaken 4—{5}{B}{B} (If you cast this spell for {5}{B}{B}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Land
This land enters tapped. {T}: Add {C}. ({C} represents colorless mana.) {T}: Put a +1/+1 counter on target colorless creature that entered this turn.
Artifact Creature — Cyborg Advisor
State-based actions don't apply to you or other permanents you control. (You don't lose the game due to having 0 or less life or drawing from an empty library. Your creatures aren't destroyed due to damage or deathtouch and aren't put into a graveyard due to having 0 or less toughness. Your planeswalkers aren't put into a graveyard if they have 0 loyalty. You don't put a legendary permanent into a graveyard if you control two with the same name. Counters aren't removed from your permanents due to game rules. Permanents you control attached or combined illegally remain on the battlefield. For complete rules and regulations, see rule 704.)
Creature — Djinn Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever this creature attacks, you may return target creature to its owner's hand if its power is less than this creature's power.
Sorcery
Choose one or both — • Create a token that's a copy of target artifact. • Create a token that's a copy of target creature, except it's an artifact in addition to its other types.
Creature — Shapeshifter
Flash 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.) You may have this creature enter as a copy of any permanent that entered this turn.
Creature — Vampire Knight
Whenever a Vampire you control attacks, each opponent loses 1 life and you gain 1 life.
Creature — Elephant
Reach When this creature enters, bolster 5. (Choose a creature with the least toughness among creatures you control and put five +1/+1 counters on it.)
Enchantment
Creatures with flying can't attack you or planeswalkers you control. At the beginning of your end step, create a 5/5 green Wurm creature token.
Creature — Vampire Shaman
Flying Whenever a creature an opponent controls dies, you may gain 3 life. Whenever an opponent discards a card, you may gain 3 life.
Instant
You gain twice X life. Put Sanguine Sacrament on the bottom of its owner's library.
Creature — Vampire Rogue
Menace, lifelink {1}, Sacrifice another creature: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) At the beginning of your end step, if there are five or more mana values among cards in your graveyard, you may pay 2 life. If you do, draw a card.
Creature — Human Soldier
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever this creature trains, exile up to one other target creature from the battlefield or creature card from a graveyard. When this creature leaves the battlefield, put the exiled cards onto the battlefield under their owners' control.
Creature — Human Citizen
As this creature enters, you may choose a nonland permanent. Activated abilities of the chosen permanent can't be activated. This creature has all activated abilities of the chosen permanent except for loyalty abilities. You may spend mana as though it were mana of any color to activate those abilities.
Creature — Demon
Kicker {4}{B} When you cast this spell, if it was kicked, each player loses half their life, rounded up. Scourge of the Skyclaves's power and toughness are each equal to 20 minus the highest life total among players.
Creature — Goblin Artificer
{T}, Sacrifice an artifact with mana value X: Return target artifact card with mana value less than X from your graveyard to the battlefield. It gains haste until end of turn.
Artifact
Whenever you cast a noncreature spell, put a lore counter on this artifact. {3}, {T}: Target creature you control gets +1/+1 until end of turn for each lore counter on this artifact.
Land
{T}: Add {C}. ({C} represents colorless mana.) {2}{C}, {T}: Draw a card. Activate only if you have no cards in hand.
Creature — Merfolk Wizard
Whenever a Merfolk you control deals combat damage to a player, draw a card.
Enchantment
Whenever a creature attacks you or a planeswalker you control, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Artifact
Landfall — Whenever a land you control enters, you may pay {2}. If you do, draw a card.
Sorcery
Each opponent discards a card. You create a 1/1 black and green Pest creature token with "Whenever this token attacks, you gain 1 life."
Creature — Human Wizard Sorcerer
{T}: Target creature other than this creature has base power and toughness 0/2 until end of turn.
Creature — Wurm
Landfall — Whenever a land you control enters, Augment {2}{G} ({2}{G}, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
Sorcery
Devoid (This card has no color.) Serpentine Spike deals 2 damage to target creature, 3 damage to another target creature, and 4 damage to a third target creature. If a creature dealt damage this way would die this turn, exile it instead.