Inventory last scanned: 4/27/2026, 1:43:06 AM
Legendary Artifact Creature — Book Construct
You can't cast permanent spells. {4}, {T}: Add {W}{U}{B}{R}{G}. When you next cast a spell this turn, exile cards from the top of your library until you exile an instant or sorcery card with lesser mana value. Until end of turn, you may cast that card without paying its mana cost. Put each other card exiled this way on the bottom of your library in a random order.
Artifact Creature — Gnome Rigger
Flying {4}: Reassemble target Contraption you control. (Move it onto another one of your sprockets.)
Creature — Merfolk Rogue
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever this creature deals combat damage to a player, you may draw that many cards.
Sorcery
Escalate {1} (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target player discards all the cards in their hand, then draws that many cards. • Collective Defiance deals 4 damage to target creature. • Collective Defiance deals 3 damage to target opponent or planeswalker.
Artifact Creature — Construct
When this creature enters, it deals 3 damage to each opponent and you gain 3 life. When this creature dies, discard any number of cards, then draw that many cards plus one.
Enchantment
Whenever you gain life, put a growth counter on this enchantment. As long as there are five or more growth counters on this enchantment, creatures you control get +3/+3.
Sorcery
Choose any number of target creature and/or planeswalker cards in graveyards. Command the Dreadhorde deals damage to you equal to the total mana value of those cards. Put them onto the battlefield under your control.
Instant
This spell can't be countered. Draw two cards, then amass Zombies X, where X is the number of cards in your hand. (Put X +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Instant
Exile the top X cards of your library. Until the end of your next turn, you may play those cards.
Creature — Centaur Knight
Vigilance When this creature dies, create two 2/2 green and white Elf Knight creature tokens with vigilance.
Sorcery // Sorcery
Creature — Human Shaman
Whenever this creature attacks, you may pay {1} and discard a card. If you do, draw a card. Whenever you discard one or more nonland cards, you may exile one of them from your graveyard. If you do, you may cast it this turn.
Creature — Human Soldier
First strike Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Whenever this creature attacks, if it's renowned, other attacking creatures you control get +1/+1 until end of turn.
Creature — Horror
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards. Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
Sorcery
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
Sorcery
Target player sacrifices a creature of their choice. You gain life equal to that creature's toughness. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Creature — Zombie Wizard
When this creature dies, you draw X cards and you lose X life, where X is the number of creature cards in target player's graveyard.
Land
{T}: Add {C}. ({C} represents colorless mana.) {T}, Pay 1 life: Add one mana of any color. Spend this mana only to cast a spell with devoid.
Artifact
When this artifact enters, draw three cards. {T}: Add three mana of any one color. Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it.
Sorcery
This spell costs {1} less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) Search your library for a card, put it into your hand, then shuffle. If you have a full party, you may cast a spell with mana value 4 or less from your hand without paying its mana cost.
Artifact — Equipment
Equipped creature gets +1/+0 for each artifact you control. {B}{B}: Attach this Equipment to target creature you control. Equip {1}
Creature — Insect
Trample This creature gets +10/+10 as long as you control ten or more lands.
Land
{T}: Add {C}. {4}: Put two +1/+1 counters on this land. Then you may have it become a 0/0 Elemental creature until end of turn. It's still a land.
Creature — Vampire Knight
Trample At the beginning of each player's end step, this creature deals 4 damage to that player unless they control a commander.
Sorcery
Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog. Flashback {3}{G}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Land
{T}: Add {C}. {1}, {T}: Put a storage counter on this land. {T}, Remove X storage counters from this land: Add X mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
Creature — Human Soldier
Crusader of Odric's power and toughness are each equal to the number of creatures you control.
Sorcery
Surge {3}{U}{U} (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) Return all nonland permanents to their owners' hands. If this spell's surge cost was paid, create an 8/8 blue Octopus creature token.
Sorcery
Choose one — • Destroy all Dragon creatures. • Destroy all non-Dragon creatures.
Land
When this land enters, you gain 1 life. {T}: Add {C}. {1}, {T}: Add {U}, {B}, or {R}.
Enchantment
Whenever you cycle a card, you may have this enchantment become a copy of another target permanent until your next turn, except it has this ability.
Artifact — Vehicle
{T}: Add one mana of any color. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Creature — Sphinx
Flying Whenever you cycle or discard another card, scry 1. Cycling {U} ({U}, Discard this card: Draw a card.)
Instant
Choose target opponent. You create X 3/3 green Beast creature tokens, where X is the number of artifacts that player controls.
Sorcery
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
Artifact Creature — Construct
Flying Other artifact creatures you control have flying. When this creature enters, each noncreature artifact you control becomes a 4/4 artifact creature until end of turn.
Legendary Creature — Human Warrior
Vigilance Daghatar enters with four +1/+1 counters on it. {1}{B/G}{B/G}: Move a +1/+1 counter from target creature onto a second target creature.
Sorcery
Target player draws X cards and loses X life.
Enchantment
When this enchantment enters, create a token that's a copy of target nontoken creature. When this enchantment leaves the battlefield, exile the token. When the token leaves the battlefield, sacrifice this enchantment. At the beginning of your upkeep, sacrifice this enchantment unless you pay {U}{U}.
Artifact — Equipment
Equipped creature gets +2/+1. When equipped creature dies, you may have this Equipment become a 2/1 Construct artifact creature with flying and ward {1}. If you do, it isn't an Equipment. Equip {1}
Creature — Human Artificer
When this creature enters, you may return target artifact card from your graveyard to your hand. Whenever you cast a historic spell, put a +1/+1 counter on this creature. (Artifacts, legendaries, and Sagas are historic.)
Creature — Human Pirate
{2}{U}: This creature can't be blocked this turn. Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card.
Creature — Human Rogue
Inspired — Whenever this creature becomes untapped, you may exchange control of target nonland permanent you control and target permanent an opponent controls that shares a card type with it.
Creature — Vampire Assassin
{4}{B}{B}: Exile target creature and put a +1/+1 counter on this creature. This creature has all activated abilities of all creature cards exiled with it.
Enchantment
Whenever you gain life, you may pay {2}. If you do, draw a card. {3}{W}: Create a 1/1 white Soldier creature token with lifelink.
Creature — Human Soldier
Flying, lifelink Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
Enchantment — Aura
Enchant creature an opponent controls When enchanted creature dies, exile cards equal to its power from the top of its owner's library. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them.
Enchantment
When this enchantment enters, mill ten cards. At the beginning of your upkeep, choose a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, put it into your hand.
Creature — Human Pirate
{1}{B}, {T}: Exile two target cards from an opponent's graveyard. This creature explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Artifact — Contraption
Whenever you crank this Contraption, until end of turn, target creature gains "Whenever this creature deals combat damage to a player, destroy target creature that player controls."
Creature — Zombie Wizard
Skeletons you control and other Zombies you control get +1/+1 and have deathtouch. (Any amount of damage they deal to a creature is enough to destroy it.)
Enchantment
Whenever a nontoken creature you control dies, mill two cards. Then return a creature card with lesser mana value than the creature that died from your graveyard to your hand. {1}, Sacrifice this enchantment: You gain life equal to the greatest mana value among creatures you control.
Creature — Eldrazi
({C} represents colorless mana.) At the beginning of combat on your turn, reveal the top card of your library. If a creature card is revealed this way, you may have creatures you control other than this creature become copies of that card until end of turn. You may put that card on the bottom of your library.
Sorcery
Create X 4/4 white Angel creature tokens with flying. Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.) When you cycle this card, you may pay {X}. If you do, create X 1/1 white Soldier creature tokens.
Sorcery
Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way. Cycling {3}{B}{B} ({3}{B}{B}, Discard this card: Draw a card.) When you cycle this card, all creatures get -2/-2 until end of turn.
Instant
Draw a card. Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Creature — Eldrazi
Devoid (This card has no color.) Whenever a creature you control deals combat damage to a player, you may draw a card. {3}{C}: Target creature can't be blocked this turn. ({C} represents colorless mana.)