Inventory last scanned: 5/2/2026, 6:30:21 PM
Creature — Merfolk Wizard
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature — Fox Samurai
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) If a permanent would be put into a graveyard, exile it instead.
Instant
Target creature gets +2/+1 and gains haste until end of turn. Scry 1.
Legendary Planeswalker — Samut
Creatures you control have haste. −1: Target creature gets +2/+1 and gains haste until end of turn. Scry 1.
Legendary Creature — Human Warrior
Flash Double strike, vigilance, haste Other creatures you control have haste. {W}, {T}: Untap another target creature.
Legendary Planeswalker — Samut
+1: Up to one target creature gains double strike until end of turn. −2: Samut deals 2 damage divided as you choose among one or two targets. −7: Search your library for up to two creature and/or planeswalker cards, put them onto the battlefield, then shuffle.
Legendary Creature — Halfling Peasant
Whenever another nontoken creature you control enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Sacrifice three Foods: Return target historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.)
Artifact — Equipment
As this Equipment becomes attached to a creature, choose a color. Equipped creature gets +2/+0 and has protection from the last chosen color. Equip {3}
Enchantment
Humans you control get +1/+1. {2}, Tap two untapped Humans you control: Tap target creature an opponent controls.
Enchantment Creature — Dryad
{T}: Add X mana of any one color, where X is the number of enchantments you control.
Legendary Enchantment — Shrine
At the beginning of your upkeep, you may search your library and/or graveyard for a Shrine card and put it onto the battlefield. If you search your library this way, shuffle. If a triggered ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.
Legendary Enchantment — Shrine
At the beginning of your first main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.
Land
{T}: Add {C}. {2}, {T}: Return target commander you own from the battlefield to your hand. Activate only during your turn.
Legendary Enchantment — Shrine
At the beginning of your first main phase, add X mana of any one color, where X is the number of Shrines you control.
Legendary Enchantment — Shrine
{1}, Discard a land card or Shrine card: Sanctum of Shattered Heights deals X damage to target creature or planeswalker, where X is the number of Shrines you control.
Legendary Enchantment — Shrine
At the beginning of your first main phase, each opponent loses X life and you gain X life, where X is the number of Shrines you control.
Legendary Enchantment — Shrine
{5}{W}: Tap target creature. This ability costs {1} less to activate for each Shrine you control.
Land
{T}: Add {C}. Whenever you cast a colorless spell with mana value 7 or greater, you may sacrifice this land. If you do, search your library for a colorless creature card, reveal it, put it into your hand, then shuffle.
Legendary Creature — Sand Elemental Villain
Sandman's power and toughness are each equal to the number of lands you control. Sandman can't be blocked by creatures with power 2 or less. {3}{G}{G}: Return this card and target land card from your graveyard to the battlefield tapped.
Artifact
{X}, {T}: Target player mills X cards.
Land
This land enters tapped. {T}: Add {W}, {B}, or {G}.
Land
This land enters tapped with two depletion counters on it. {T}, Remove a depletion counter from this land: Add {R}{R}. If there are no depletion counters on this land, sacrifice it.
Creature — Human Soldier Warrior
First strike (This creature deals combat damage before creatures without first strike.) {R}: This creature gets +1/+0 until end of turn.
Enchantment
Creatures with flying can't attack you or planeswalkers you control. At the beginning of your end step, create a 5/5 green Wurm creature token.
Enchantment
Whenever you gain life, target opponent loses that much life.
Instant
You gain twice X life. Put Sanguine Sacrament on the bottom of its owner's library.
Legendary Creature — Treefolk Shaman
Indestructible Whenever Sapling of Colfenor attacks, reveal the top card of your library. If it's a creature card, you gain life equal to that card's toughness, lose life equal to its power, then put it into your hand.
Artifact
Blue spells you cast cost {1} less to cast.
Land
This land enters tapped with two depletion counters on it. {T}, Remove a depletion counter from this land: Add {U}{U}. If there are no depletion counters on this land, sacrifice it.
Sorcery
Kicker {4} (You may pay an additional {4} as you cast this spell.) Create two 1/1 green Saproling creature tokens. If this spell was kicked, create four of those tokens instead.
Legendary Planeswalker — Sarkhan
+1: Draw a card, then add one mana of any color. −2: Create a 4/4 red Dragon creature token with flying. −8: Search your library for any number of Dragon creature cards, put them onto the battlefield, then shuffle.
Legendary Planeswalker — Sarkhan
Whenever a creature attacks you or a planeswalker you control, each Dragon you control deals 1 damage to that creature. +1: Until end of turn, each planeswalker you control becomes a 4/4 red Dragon creature and gains flying. −3: Create a 4/4 red Dragon creature token with flying.
Instant
Search your library for a Dragon creature card, reveal it, put it into your hand, then shuffle.
Enchantment
Whenever you cast a creature spell with power 4, 5, or 6, this enchantment deals 4 damage to any target. Whenever you cast a creature spell with power 7 or greater, this enchantment deals 4 damage to each opponent and each creature and planeswalker they control.
Legendary Planeswalker — Sarkhan
+1: You may discard a card. If you do, draw a card. +1: Add two mana in any combination of colors. Spend this mana only to cast Dragon spells. −7: Create four 5/5 red Dragon creature tokens with flying.
Legendary Planeswalker — Sarkhan
+1: Until end of turn, Sarkhan becomes a legendary 4/4 red Dragon creature with flying, indestructible, and haste. (He doesn't lose loyalty while he's not a planeswalker.) −3: Sarkhan deals 4 damage to target creature. −6: You get an emblem with "At the beginning of your draw step, draw two additional cards" and "At the beginning of your end step, discard your hand."
Creature — Dryad
Defender {T}, Tap an untapped creature you control: Add one mana of any color.
Legendary Creature — Avatar Wizard
Ward—Discard an enchantment, instant, or sorcery card. Whenever you cast your second spell each turn, each opponent mills two cards. When one or more cards are milled this way, exile target enchantment, instant, or sorcery card with equal or lesser mana value than that spell from an opponent's graveyard. Copy the exiled card. You may cast the copy without paying its mana cost.
Legendary Creature — Human Ninja
Whenever you activate a ninjutsu ability, 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. This ability triggers only once each turn. Each creature card in your hand has ninjutsu {2}{U}{B}.
Creature — Satyr Druid
Whenever you cast an enchantment spell, draw a card.
Enchantment Creature — Satyr
Whenever an instant or sorcery spell you control deals damage to an opponent, this creature deals that much damage to target creature that player controls.
Creature — Satyr
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
Legendary Creature — Avatar Horror
When you cast this spell, amass Orcs 5, mill five cards, then return a creature card from your graveyard to the battlefield. Trample Whenever a commander an opponent controls dies, the Ring tempts you.
Legendary Creature — Avatar Horror
Ward—Sacrifice a legendary artifact or legendary creature. Whenever an opponent casts a spell, amass Orcs 1. Whenever an Army you control deals combat damage to a player, the Ring tempts you. Whenever the Ring tempts you, you may discard your hand. If you do, draw four cards.
Instant
Cast this spell only during combat on your turn. Choose one — • Creatures you control gain double strike until end of turn. • Untap all creatures you control. After this phase, there is an additional combat phase. Entwine {1}{R} (Choose both if you pay the entwine cost.)
Land
This land enters tapped. {T}: Add {B}, {R}, or {G}.
Sorcery
This spell costs {2} less to cast if it targets a Dinosaur you control. Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)
Instant
This spell can't be countered. The next creature spell you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters with an additional +1/+1 counter on it.
Sorcery
Target creature you control gets +2/+2 until end of turn if its power is 2. Then it fights target creature you don't control. (Each deals damage equal to its power to the other.)
Creature — Fungus
At the beginning of your upkeep, put a spore counter on this creature. Remove three spore counters from this creature: Create a 1/1 green Saproling creature token. Sacrifice a Saproling: Regenerate target Fungus.