Inventory last scanned: 5/2/2026, 6:30:21 PM
Creature — Turtle
Flash Defender
Sorcery
Create a tapped 2/2 black Zombie creature token for each instant and sorcery card in your graveyard.
Sorcery
Put all creature cards from all graveyards onto the battlefield under your control.
Creature — Elemental
Whenever this creature or another Elemental you control enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand.
Land
{T}: Add {C}. {1}, {T}: Tap target land.
Sorcery
Draw cards equal to the greatest power among creatures you control. You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
Legendary Creature — Elf Druid
When Rishkar enters, put a +1/+1 counter on each of up to two target creatures. Each creature you control with a counter on it has "{T}: Add {G}."
Enchantment
Lands don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player untaps a land they control.
Instant
Target opponent may have Risk Factor deal 4 damage to them. If that player doesn't, you draw three cards. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create two 0/1 black Cleric creature tokens. III — Create a 6/6 black Demon creature token with flying, trample, and "At the beginning of your upkeep, sacrifice another creature. If you can't, this token deals 6 damage to you."
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Rite of Consumption deals damage equal to the sacrificed creature's power to target player or planeswalker. You gain life equal to the damage dealt this way.
Sorcery
Add {R}{R}, then add {R} for each card named Rite of Flame in each graveyard.
Enchantment
Whenever a creature you control is dealt damage, put a +1/+1 counter on it. (It must survive the damage to get the counter.)
Sorcery
Kicker {5} (You may pay an additional {5} as you cast this spell.) Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
Enchantment
Creatures named Lightning Rager can't attack you or planeswalkers you control. At the beginning of each player's upkeep, that player creates a 5/1 red Elemental creature token named Lightning Rager. It has trample, haste, and "At the beginning of the end step, sacrifice this token."
Land — Lair
When this land enters, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {R}, {G}, or {W}.
Sorcery
Destroy all creatures with mana value 3 or less.
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Gain control of target nonartifact, nonblack creature.
Legendary Creature — Lizard Warlock
Menace {T}: Add two mana in any combination of colors. Spend this mana only to cast Dragon creature spells. Once during each of your turns, you may cast a Dragon creature spell from your graveyard. Whenever you cast a Dragon creature spell from your graveyard, it gains "When this creature dies, exile it."
Creature — Snake
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) {G}: Regenerate this creature.
Creature — Serpent
This creature can't attack unless there are five or more cards in your graveyard. Cycling {U} ({U}, Discard this card: Draw a card.)
Creature — Merfolk Warrior
This creature can't be blocked. Whenever another Merfolk you control enters, this creature gets +1/+1 until end of turn.
Land
{T}: Add {U}. If you played a land this turn, add {B} instead.
Sorcery
Return all nonland permanents target player controls to their owner's hand.
Sorcery
Choose one — • Return target permanent card from your graveyard to your hand. • Put your commander into your hand from the command zone. Entwine {2} (Choose both if you pay the entwine cost.)
Legendary Creature — Human Mutant
Flying, trample When Roalesk enters, put two +1/+1 counters on another target creature you control. When Roalesk dies, proliferate, then proliferate again. (Choose any number of permanents and/or players, then give each another counter of each kind already there. Then do it again.)
Sorcery
All creatures able to block target creature this turn do so. Ferocious — That creature gains indestructible until end of turn if you control a creature with power 4 or greater.
Creature — Human Archer Rogue
Reach, haste Whenever this creature attacks, if defending player has more cards in hand than you, exile the top card of their library. During any turn you attacked with a Rogue, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has shroud. (It can't be the target of spells or abilities.)
Land
This land enters tapped. {T}, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Sorcery
Reveal any number of green cards in your hand. Return an enchantment card from your graveyard to your hand for each card revealed this way.
Legendary Creature — Elf Druid
{T}: Add {G} for each Forest you control.
Legendary Creature — Kobold Warrior
First strike, menace, trample Partner (You can have two commanders if both have partner.)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled. {1}{U}{B}: Level 2 Creatures you control have menace. {2}{U}{B}: Level 3 You may play cards exiled with this Class, and you may spend mana as though it were mana of any color to cast those spells.
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you may draw a card. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Land
{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.
Creature — Elemental
Flying Landfall — Whenever a land you control enters, you may gain control of target creature for as long as you control this creature.
Sorcery
Kicker {5} (You may pay an additional {5} as you cast this spell.) Roil Eruption deals 3 damage to any target. If this spell was kicked, it deals 5 damage instead.
Instant
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Enchantment
At the beginning of each player's upkeep, this enchantment deals 1 damage to them. Whenever a player casts a spell, if no mana was spent to cast that spell, this enchantment deals 5 damage to that player. {R}: Your opponents can't gain life this turn.
Sorcery
Exchange control of two target permanents that share a permanent type.
Sorcery
Rolling Earthquake deals X damage to each creature without horsemanship and each player.
Creature — Human Samurai
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) Whenever this creature attacks, you may have it deal 1 damage to each creature defending player controls.
Creature — Human Samurai
Haste Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Enchantment
You may pay {0} rather than pay the mana cost for Zombie creature spells you cast.
Instant
Until end of turn, target creature gets +0/+2 and another target creature gets -2/-0.
Enchantment
Kicker {2}{U} (You may pay an additional {2}{U} as you cast this spell.) When this enchantment enters, if it was kicked, create a 2/2 blue Drake creature token with flying. Whenever you cast a kicked spell, create a 2/2 blue Drake creature token with flying.
Enchantment
Artifacts and lands enter tapped.
Creature — Sliver
This spell can't be countered. Sliver spells can't be countered.
Instant
Populate. Creatures you control gain indestructible until end of turn. (To populate, create a token that's a copy of a creature token you control.)