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Inventory last scanned: 9/9/2026, 6:11:37 PM
Legendary Planeswalker — Angrath
Creatures you control have menace. −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.)
Creature — Human
Trample During your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. During turns other than yours, Angry Mob's power and toughness are each 2.
Creature — Human Citizen
Trample Whenever you cast a spell with mana value 4 or greater, this creature deals 1 damage to each opponent. {5}{R}: Put two +1/+1 counters on this creature. Activate only as a sorcery.
Instant
Exile target nonland permanent. You lose 3 life.
Enchantment — Aura
Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its mana value.
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." Return enchanted creature card to the battlefield 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/-0.
Enchantment — Aura
Enchant Wall Enchanted Wall can attack as though it didn't have defender.
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Sorcery
Choose one or both — • Destroy target creature with flying. • Destroy target Attraction. (It's put into its owner's junkyard.) You may apologize. If you do, you gain 3 life.
Creature — Vampire Berserker
This creature attacks each combat if able. Whenever this creature attacks, discard your hand, then draw three cards. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Artifact
Whenever a land enters, this artifact deals 2 damage to that land's controller.
Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters attached to that land.) You control enchanted land.
Creature — Dinosaur
Reach, trample 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.)
Instant
Counter target artifact or enchantment spell.
Creature — Angel
Flying Whenever a creature attacks, you may pay {3}. When you do, put a +1/+1 counter on that creature.
Creature — Human Cleric
Whenever a creature token you control enters, you gain 1 life. Embalm {3}{W} ({3}{W}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Human Cleric with no mana cost. Embalm only as a sorcery.)
Instant
Exile target creature if it has mana value 3 or less. Corrupted — Exile that creature instead if its controller has three or more poison counters.
Instant
You may mill two cards. Then return up to two creature cards from your graveyard to your hand. (To mill two cards, put the top two cards of your library into your graveyard.)
Instant
Target creature gets +4/+3 until end of turn.
Creature — Insect
Reach When this creature enters, you may discard a card or pay {2}. When you do, destroy target Room.
Creature — Shapeshifter
This creature enters with two +1/+1 counters on it. {X}, {T}: Remove all +1/+1 counters from this creature and put X +1/+1 counters on it.
Instant
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Instant
Counter target creature or planeswalker spell unless its controller pays {2}. If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.
Sorcery
Create two 2/2 red and white Spirit creature tokens. Then if this spell was cast from anywhere other than your hand, put a +1/+1 counter on each Spirit you control. Flashback {4}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Legendary Creature — Symbiote Hero
When Anti-Venom enters, if he was cast, return target creature card from your graveyard to the battlefield. If damage would be dealt to Anti-Venom, prevent that damage and put that many +1/+1 counters on him.
Artifact Creature — Scarecrow
{2}: Target white creature gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Legendary Creature — Human Rogue Hero
Ant-Man can't be blocked by creatures with greater power. Whenever Ant-Man deals combat damage to a player, create that many Treasure tokens.
Creature — Insect
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever this creature attacks, up to one target creature gets -1/-0 until end of turn.
Creature — Insect
When this creature enters, create a Food token or a Treasure token. (A Food token is an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life." A Treasure token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Artifact Creature — Bird
Flying First strike (This creature deals combat damage before creatures without first strike.)
Sorcery
Exile the top seven cards of your library. Until end of turn, you may cast spells from among them. If this spell was cast from your hand, add ten mana of any one color.
Artifact — Vehicle
{T}: Target creature you control with power 2 or less gains lifelink until end of turn and can't be blocked this turn. 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.)
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) One or two target creatures each get +2/+1 until end of turn.
Enchantment Creature — Horror
Flash Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Instant
Choose one or both — • Target creature gets +1/+1 until end of turn. • Return target creature to its owner's hand.
Creature — Human Wizard
{U}, {T}: Add {C}{C}{C}.
Legendary Creature — Human Ninja
When April O'Neil enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) April O'Neil can't be blocked by creatures with power 3 or greater.
Legendary Creature — Human Detective
Whenever a Mutant, Ninja, or Turtle you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Partner—Character select
Legendary Creature — Human Detective
Whenever April deals combat damage to a player, draw that many cards, then discard a card.
Creature — Elemental Beast
Discard a card: Switch this creature's power and toughness until end of turn.
Creature — Spider Mutant
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) {G}: Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked. Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Enchantment — Aura
Flash Enchant creature you control When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) Enchanted creature gets +1/+2.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has reach, and is every creature type.
Creature — Spider
Reach Tap an untapped Spider you control: Search your graveyard and/or library for a card named Arachnus Web and put it onto the battlefield attached to target creature. If you search your library this way, shuffle.
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. At the beginning of the end step, if enchanted creature's power is 4 or greater, destroy this Aura.
Legendary Creature — Human Soldier
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
Legendary Enchantment Creature — Spider
Reach Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
Instant
Put a +1/+1 counter on target creature. That creature gains reach until end of turn. (It can block creatures with flying.)
Creature — Sloth Beast
Reach When this creature enters, you may put a land card from your hand onto the battlefield tapped.
Creature — Pegasus
Flying When this creature enters, target creature gets +1/+1 and gains flying until end of turn.
Creature — Pegasus
Flying When this creature enters, target creature gets +1/+1 and gains flying until end of turn.
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.
Instant
This spell costs {1} less to cast if you control a Wizard. Draw three cards.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying.
Creature — Elf Wizard
Search the Room — {5}{U}: Roll a d20. 1—9 | Draw a card. 10—20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Land
{T}: Add {C}. {1}, {T}: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Sorcery
Converge — Target player discards X cards, where X is the number of colors of mana spent to cast this spell.
Artifact
{T}: Add one mana of any color in your commander's color identity.