Inventory last scanned: 4/27/2026, 1:43:10 AM
Creature — Elemental Horse
Ward {1}, haste Opus — Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn. If five or more mana was spent to cast that spell, create a token that's a copy of this creature.
Land
{T}: Add {C}. {T}, Sacrifice this land: Put your commander into your hand from the command zone.
Artifact
{T}, Remove a component counter from this artifact: Add two mana of different colors. {T}: Roll a d20. 1—9 | Put a component counter on this artifact. 10—20 | Put two component counters on this artifact.
World Enchantment
All creatures have haste.
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Enchantment
You may have this enchantment enter as a copy of any artifact on the battlefield, except it's an enchantment in addition to its other types.
Creature — Human Soldier
Whenever you cast your second spell each turn, choose one — • Create two 1/1 white Human Soldier creature tokens. • Put a +1/+1 counter on each creature you control.
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, create a 3/1 red Knight creature token. Then if you're the monarch, this enchantment deals X damage to each opponent, where X is the number of creatures you control.
Sorcery
Crackle with Power deals five times X damage to each of up to X targets.
Creature — Spirit
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever you tap a Swamp for mana, add an additional {B}.
Instant
Choose two — • Counter target spell. • Return target permanent to its owner's hand. • Tap all creatures your opponents control. • Draw a card.
Sorcery
Destroy each nonland permanent with mana value 2 or less. Add {B} or {G} for each permanent destroyed this way.
Enchantment — Aura
Enchant creature card in a graveyard When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step. At the beginning of the upkeep of enchanted creature's controller, that player may pay {1}{B}. If the player does, untap that creature.
Sorcery
Remove this card from your deck before playing if you're not playing for ante. You own target card in the ante. Exchange that card with the top card of your library.
Artifact
Artifacts you control have indestructible. (Effects that say "destroy" don't destroy them. Artifact creatures with indestructible can't be destroyed by damage.)
Instant
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Land
This land enters tapped unless you control two or more other lands. {T}: Add {B} or {G}.
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.
Enchantment
Whenever an opponent casts a spell, counter that spell and put a depletion counter on this enchantment. If there are three or more depletion counters on this enchantment, sacrifice it. Cycling {4}{U}{U} ({4}{U}{U}, Discard this card: Draw a card.) When you cycle this card, you may counter target spell.
Creature — Kraken
This creature can't be blocked. Suspend 9—{2}{U} (Rather than cast this card from your hand, you may pay {2}{U} and exile it with nine 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. It has haste.) Whenever an opponent casts a spell, if this card is suspended, remove a time counter from it.
Instant
Choose a card name. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with the chosen name. Put that card into your hand and exile all other cards revealed this way.
Creature — Demon
{T}: Destroy target land. At the beginning of your upkeep, unless you pay {B}{B}{B}, tap this creature and sacrifice a land of an opponent's choice.
Sorcery
Search your library for a card, put that card into your hand, then shuffle.
Enchantment
At the beginning of your upkeep, put two descent counters on this enchantment. Then each player creates X Treasure tokens and this enchantment deals X damage to each player, where X is the number of descent counters on this enchantment.
Creature — Eldrazi
You may reveal this card from your opening hand. If you do, at the beginning of your first upkeep, look at the top four cards of your library. You may put one of those cards back on top of your library. Exile the rest. When you cast this spell, exile target permanent that's one or more colors.
Artifact — Equipment
Whenever a creature you control with mana value 5 or greater enters, you may attach this Equipment to it. Equipped creature gets +4/+4. Equip {5}
Artifact
Prevent all combat damage that would be dealt to attacking creatures you control.
Artifact Creature — Dragon
Domain — This spell costs {2} less to cast for each basic land type among lands you control. Flying Domain — At the beginning of your upkeep, sacrifice this creature unless you pay {10}. This cost is reduced by {2} for each basic land type among lands you control.
Sorcery
Dragon's Approach deals 3 damage to each opponent. You may exile Dragon's Approach and four cards named Dragon's Approach from your graveyard. If you do, search your library for a Dragon creature card, put it onto the battlefield, then shuffle. A deck can have any number of cards named Dragon's Approach.
Land
This land enters tapped unless you control two or more other lands. {T}: Add {G} or {U}.
Legendary Creature — Phyrexian Horror
If a creature dying causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. {B/P}{B/P}, Exile three creature cards from your graveyard: Put an indestructible counter on Drivnod. ({B/P} can be paid with either {B} or 2 life.)
Creature — Spirit
Flying Double strike (This creature deals both first-strike and regular combat damage.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, draw a card.
Creature — Human Wizard
Flash When this creature enters, copy target instant or sorcery spell. You may choose new targets for the copy.
Creature — Dwarf
{2}{R}, {T}: Destroy target nonbasic land.
Creature — Human Warrior Ally
When this creature enters, earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.) Land creatures you control have vigilance. (Attacking doesn't cause them to tap.)
Creature — Human Cleric
Whenever this creature attacks, you lose half your life, rounded up. Whenever this creature deals combat damage to a player, that player loses half their life, rounded up. Morph {3}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)