Inventory last scanned: 4/29/2026, 6:31:33 PM
Instant
Target creature gets +2/+2 until end of turn. Landfall — If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.
Land
{T}: Add {C}. {T}: Add {R} or {G}. Each opponent gains 1 life.
Land
{T}: Add {C}. {3}{G}{W}, {T}, Tap two untapped creatures you control, Sacrifice this land: Create an 8/8 green and white Elemental creature token with vigilance.
Sorcery
Kicker {2} (You may pay an additional {2} as you cast this spell.) Search your library for a basic land card, put it onto the battlefield, then shuffle. If this spell was kicked, instead search your library for two basic land cards, put them onto the battlefield, then shuffle.
Enchantment
At the beginning of your upkeep, populate. (Create a token that's a copy of a creature token you control.)
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
Sorcery
Each opponent loses 1 life for each creature you control.
Sorcery
Until end of turn, colorless creatures you control gain "{T}: This creature deals damage equal to its power to target creature."
Legendary Creature — Goblin Shaman
Each other non-Human creature you control enters with an additional +1/+1 counter on it.
Legendary Creature — Zombie Villain
Combined, enchanted, and equipped creatures you control have menace. {3}{B}{R}, {T}: Put two target creature cards from graveyards onto the battlefield combined into one creature under your control. (Its power is equal to their total power, its toughness is equal to their total toughness, and it has their names, mana costs, types, text boxes, etc.)
Instant
Choose one — • Creatures without flying can't block this turn. • Gain control of all permanents you own. • Gruul Charm deals 3 damage to each creature with flying.
Artifact
{T}: Add {R} or {G}. {R}{G}, {T}, Sacrifice this artifact: Draw a card.
Artifact
{T}: Add {R} or {G}. {R/G}{R/G}{R/G}{R/G}, {T}, Sacrifice this artifact: Draw two cards.
Creature — Beast
Whenever this creature or another creature you control enters, that creature fights target creature an opponent controls.
Creature — Ogre Warrior
Riot (This creature enters with your choice of a +1/+1 counter or haste.) Trample During your turn, you and this creature have hexproof.
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {R}{G}.
Artifact — Food
Flash When this artifact enters, target creature gets +2/+2 until end of turn. Untap it. {2}, {T}, Sacrifice this artifact: You gain 3 life.
Creature — Jellyfish
Defender, flying Prevent all combat damage that would be dealt to this creature.
Artifact
This artifact enters tapped. {T}: Add {C}. {2}: This artifact becomes a 2/2 Golem artifact creature until end of turn.
Enchantment
Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
Creature — Spirit
Protection from monocolored
Instant
White creatures you control get +2/+2 until end of turn.
Creature — Salamander
This creature can't be blocked. Megamorph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
Creature — Human Cleric
Whenever another creature you control enters, you gain 1 life and get {E} (an energy counter). Whenever you attack, you may pay {E}{E}{E}. When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Artifact
When this artifact enters, draw a card. {2}, {T}, Sacrifice this artifact: Add two mana of different colors.
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {C}{C}.
Land
{T}: Add {C}. {1}, {T}: Add one mana of any color. If that mana is spent on a multicolored creature spell, that creature enters with an additional +1/+1 counter on it.
Creature — Faerie Rogue
Flying Whenever this creature deals combat damage to a player or planeswalker, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals damage, this Aura deals that much damage to that creature.
Creature — Zombie Fish
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)
Instant
You may return two Islands you control to their owner's hand rather than pay this spell's mana cost. Draw two cards.
Sorcery
This spell costs {2} less to cast if you control a creature with flying. Return target nonland permanent you don't control to its owner's hand. Draw a card.
Instant
({R/P} can be paid with either {R} or 2 life.) Gut Shot deals 1 damage to any target.
Enchantment
Whenever a nontoken creature you control dies, put a slime counter on this enchantment, then create a green Ooze creature token with "This token's power and toughness are each equal to the number of slime counters on Gutter Grime."
Creature — Skeleton Warrior
This creature enters tapped. {1}{B}: Return this card from your graveyard to your hand. Activate only during your turn and only if an opponent lost life this turn.
Creature — Goblin Shaman
Whenever you cast an instant or sorcery spell, this creature deals 2 damage to each opponent.
Creature — Vampire Assassin
Level up {1}{B} ({1}{B}: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 2/2 {B}, {T}: Target creature gets -2/-2 until end of turn. LEVEL 4+ 4/4 {B}, {T}: Target creature gets -4/-4 until end of turn.
Creature — Vampire Rogue
As long as an opponent has 10 or less life, this creature gets +2/+1 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Creature — Vedalken Wizard
{T}: Add {G}{U}.
Creature — Elf Druid
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.) {T}: Add {G} for each +1/+1 counter on this creature.
Legendary Creature — Demon Kraken
Companion — Your starting deck contains only cards with even mana values. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} as a sorcery.) When Gyruda enters, each player mills four cards. Put a creature card with an even mana value from among the milled cards onto the battlefield under your control.
Creature — Human Soldier
Whenever this creature and at least two other creatures attack, create a 1/1 white Soldier creature token with lifelink.
Creature — Snake
This creature enters with two +1/+1 counters on it. Each creature you control with a +1/+1 counter on it has menace. (A creature with menace can't be blocked except by two or more creatures.)
Legendary Creature — Human Wizard
Partner with Pako, Arcane Retriever (When this creature enters, target player may put Pako into their hand from their library, then shuffle.) You may play lands and cast noncreature spells from among cards you exiled that have fetch counters on them, and you may spend mana as though it were mana of any color to cast those spells.
Land
This land enters tapped. When this land enters, look at the top three cards of your library, then put them back in any order. {T}: Add {U}.
Legendary Creature — Human Soldier
Whenever Haliya or another creature or artifact you control enters, you gain 1 life. At the beginning of your end step, draw a card if you've gained 3 or more life this turn. Warp {W} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
World Enchantment
At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color.
Legendary Land
{T}: Add {C}. {1}{W}, {T}: Put target enchantment card from your graveyard on top of your library.
Legendary Artifact
As Hall of Triumph enters, choose a color. Creatures you control of the chosen color get +1/+1.
Legendary Land
Hall of the Bandit Lord enters tapped. {T}, Pay 3 life: Add {C}. If that mana is spent on a creature spell, it gains haste.