Inventory last scanned: 4/28/2026, 6:32:37 PM
Instant
Counter target noncreature spell. Its controller loses 2 life.
Instant
Counter target spell unless its controller pays {1} for each card in your graveyard. Cycling {2} ({2}, Discard this card: Draw a card.)
Sorcery
Put a +1/+1 counter on target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Enchantment Creature — Centaur
Play with the top card of your library revealed. You may play lands from the top of your library. Landfall — Whenever a land you control enters, you gain 1 life.
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, you may put a land card from your hand onto the battlefield. If you're the monarch, instead you may put a creature or land card from your hand onto the battlefield.
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, choose up to one other target enchantment or artifact. If you're the monarch, you may create a token that's a copy of it. If you're not the monarch, you may have this enchantment become a copy of it, except it has this ability.
Enchantment
As this enchantment enters, choose a creature type. Creatures of the chosen type have fear. (They can't be blocked except by artifact creatures and/or black creatures.)
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.
Sorcery
Look at the top four cards of your library. You may reveal a Mutant, Ninja, Turtle, or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Enchantment — Aura
Enchant creature {2}{U}: Untap enchanted creature. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Artifact Creature — Construct
Whenever you activate an ability of an artifact or creature that isn't a mana ability, this creature gets +1/+1 until end of turn.
Sorcery
Crackle with Power deals five times X damage to each of up to X targets.
Instant
Crackling Doom deals 2 damage to each opponent. Each opponent sacrifices a creature with the greatest power among creatures that player controls.
Creature — Drake
Flying Crackling Drake's power is equal to the total number of instant and sorcery cards you own in exile and in your graveyard. When this creature enters, draw a card.
Enchantment
Whenever you gain life, you may pay {1}{W}. If you do, put a +1/+1 counter on target creature for each 1 life you gained.
Land — Desert
{T}: Add {C}. {3}, {T}, Sacrifice this land: Create a 2/2 black Zombie creature token. Activate only as a sorcery.
Creature — Beast
Kicker {2}{G} This spell can't be countered. Hexproof, haste If this creature was kicked, it enters with four +1/+1 counters on it.
Artifact — Equipment
Equipped creature gets +1/+0 for each artifact you control. {B}{B}: Attach this Equipment to target creature you control. Equip {1}
Sorcery
Creatures you control gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Draw a card.
Artifact Creature — Wall
Defender {T}: Creatures you control gain haste until end of turn.
Sorcery
Suspend 4—{G} (Rather than cast this card from your hand, pay {G} and exile it with four 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.) Create two 4/4 green Rhino creature tokens with trample.
Creature — Hellion Beast
Echo {4}{R}{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 enters, it deals 4 damage to each other creature.
Creature — Beast
Haste When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
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.
Enchantment
At the beginning of your upkeep, you may mill two cards. (You may put the top two cards of your library into your graveyard.) Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
Artifact
No more than two creatures can attack you each combat.
Sorcery
Creeping Chill deals 3 damage to each opponent and you gain 3 life. When Creeping Chill is put into your graveyard from your library, you may exile it. If you do, Creeping Chill deals 3 damage to each opponent and you gain 3 life.
Sorcery
Destroy all artifacts.
Sorcery
Choose a permanent type. Return all cards of the chosen type from your graveyard to your hand. Flashback {5}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Land
This land enters tapped. {T}: Add {U} or {B}. {1}{U}{B}: Until end of turn, this land becomes a 3/2 blue and black Elemental creature. It's still a land. It can't be blocked this turn.
Creature — Elemental
Other Elementals you control get +1/+0. {2}{R}{G}: This creature gets +1/+1 until end of turn for each Elemental you control.
Artifact Creature — Construct
Indestructible Whenever this creature deals combat damage to a creature, flip a coin. If you win the flip, destroy that creature.
Creature — Horse
Other Horses you control have indestructible. At the beginning of each end step, if you gained life this turn, create a 5/5 white Horse creature token.
Kindred Instant — Shapeshifter
Changeling (This card is every creature type.) Exile target creature. Its controller creates a 1/1 colorless Shapeshifter creature token with changeling.
Sorcery // Sorcery
Creature — Human Cleric
Protection from red {W}: Target creature gains protection from red until end of turn.
Instant
Target creature becomes red and gains haste until end of turn. (It can attack and {T} this turn.) Draw a card.
Creature — Crocodile Frog
Reach (This creature can block creatures with flying.) Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Instant
As an additional cost to cast this spell, sacrifice a land. Search your library for a land card, put that card onto the battlefield, then shuffle.
Land — Lair
When this land enters, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {U}, {B}, or {R}.
Artifact
Whenever a creature attacks you or a planeswalker you control, it gets +2/+0 until end of turn. {2}: Target player other than this artifact's owner gains control of it. Activate only during your turn.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each Elf you control and has reach. {2}{G}: Return this card from your graveyard to your hand.
Enchantment
Dragon creatures you control get +3/+3.
Artifact
You may play lands from your graveyard.
Creature — Vampire
Whenever this creature or another creature or planeswalker you control dies, each opponent loses 1 life and you gain 1 life.
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, that player sacrifices a creature or planeswalker of their choice. If the player can't, they lose 5 life.
Enchantment
At the beginning of your upkeep, destroy target creature with a -1/-1 counter on it.
Land
This land enters tapped. {T}: Add {U}, {B}, or {R}.
Artifact
If damage would be dealt to a player, that player exiles that many cards from the top of their library instead.
Land
This land enters tapped. When this land enters, add one mana of any color. {T}: Add {C}. ({C} represents colorless mana.)
Instant
Counter target spell unless its controller pays {2}. Amass Zombies 2. (Put two +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.)
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.
Sorcery
All creatures get -2/-2 until end of turn. Exile all creature cards in all graveyards that were put there from the battlefield this turn. If a creature would die this turn, exile it instead.