Inventory last scanned: 5/4/2026, 6:26:03 PM
Creature — Wall
Defender (This creature can't attack.) When this creature enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Wall
Defender (This creature can't attack.) Prevent all damage that would be dealt to this creature by creatures it's blocking. This creature can't be the target of spells that can target only Walls or of abilities that can target only Walls.
Creature — Wall
Defender (This creature can't attack.) Whenever this creature is dealt combat damage, it deals that much damage to target opponent or planeswalker.
Creature — Wall
Defender (This creature can't attack.) Flying
Artifact Creature — Wall
Defender {G}: This creature gains reach until end of turn. (It can block creatures with flying.)
Creature — Wall
Defender (This creature can't attack.) Whenever this creature blocks a creature, return that creature to its owner's hand at end of combat.
Sorcery
Exile target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Artifact
{1}, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Land
This land enters tapped. {T}: Add {U} or {R}. {2}{U}{R}: Until end of turn, this land becomes a 1/4 blue and red Elemental creature with "{0}: Switch this creature's power and toughness until end of turn." It's still a land.
Creature — Human Cleric Wizard
{W}, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn. {U}: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn. {B}, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player or planeswalker this turn.
Land
{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle. III — Creatures you control gain double strike until end of turn. The Ring tempts you.
Enchantment
Whenever an opponent taps a land for mana, tap all lands that player controls. If a creature an opponent controls attacks, all creatures that opponent controls attack if able.
Creature — Sliver
As this creature enters, choose a color. All Slivers have protection from the chosen color.
Enchantment — Aura
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature As this Aura enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura.
Creature — Bird Wizard
Flying Creature spells with flying you cast cost {1} less to cast.
Creature — Eldrazi Drone
Vigilance {T}: Add {C}. ({C} represents colorless mana.)
Creature — Hydra
At the beginning of your end step, put a +1/+1 counter on this creature. Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Sorcery
Search your library for a permanent card with mana value X or less, put it onto the battlefield, then shuffle.
Creature — Human Pirate
Flying Whenever this creature attacks, target creature defending player controls loses all abilities and has base power and toughness 0/1 until end of turn.
Enchantment
Creatures you control get +1/+1. Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Sorcery
Creatures you control gain first strike until end of turn. Draw a card.
Creature — Minotaur Monger
{2}: This creature deals 1 damage to each creature without flying and each player. Any player may activate this ability.
Creature — Dragon
Flying All creatures attack each combat if able. {1}{R}: Attacking creatures get +1/+0 until end of turn.
Land
{T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Instant
({C} represents colorless mana.) Choose one — • Exile target creature with power or toughness 1 or less. • Counter target sorcery spell. • Create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add {C}."
Creature — Goblin Berserker
Double strike Whenever this creature deals damage to an opponent, you may put a Goblin creature card from your hand onto the battlefield.
Creature — Zombie Goblin Wizard
Pay 1 life, Sacrifice another creature: Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Enchantment
Whenever a creature you control enters, it deals damage equal to its power to any target.
Creature — Goblin Shaman
Whenever this creature or another creature you control dies, scry 1.
Creature — Boar
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Sorcery
Return all permanents of the color of your choice to their owners' hands.
Enchantment
Whenever an opponent discards a creature card, create a 2/2 black Zombie creature token. Whenever an opponent discards a land card, add {B}{B}. Whenever an opponent discards a noncreature, nonland card, draw a card.
Land
{T}: Add {C}. {T}, Sacrifice this land: Destroy target nonbasic land.
Creature — Snake
Deathtouch Bloodrush — {G}, Discard this card: Target attacking creature gets +1/+2 and gains deathtouch until end of turn.
Creature — Human Wizard
Hideaway 4 (When this creature enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This creature enters tapped. When this creature leaves the battlefield, put the exiled card into its owner's hand.
Creature — Bird Wizard
Flying Creature spells with flying you cast cost {1} less to cast. Whenever another creature you control with flying enters, this creature gets +1/+1 until end of turn.
Enchantment
Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card. Waterbend {4}: Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Land
{T}, Pay 1 life: Add {G} or {U}. {1}, {T}, Sacrifice this land: Draw a card.
Land — Island Swamp
({T}: Add {U} or {B}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Enchantment
Cumulative upkeep {1} (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.) At the beginning of your draw step, destroy each creature with mana value equal to the number of age counters on this enchantment. They can't be regenerated.
Enchantment Creature — Horse Fish
Whenever you cast your first spell during each opponent's turn, draw a card.
Instant
Transform up to one target Werewolf you control. Creatures you control gain trample until end of turn.
Artifact
{2}, {T}, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature — Beast
Trample, haste Whenever this creature deals combat damage to a player, return a land you control to its owner's hand.
Creature — Zombie
Whenever another Zombie you control enters, each opponent loses 1 life and you gain 1 life.
Creature — Dinosaur
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) You may play an additional land on each of your turns. This creature can't attack or block unless you have the city's blessing.