Inventory last scanned: 4/27/2026, 6:27:45 PM
Sorcery
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Draw a card.
Land — Gate
This land enters tapped. As this land enters, choose a color other than red. {T}: Add {R} or one mana of the chosen color.
Creature — Kor Soldier
Vigilance {T}, Sacrifice this creature: Target permanent you control gains protection from each of your opponents until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.)
Instant
Exile target card from a graveyard. If it was a creature card, you gain 3 life. Otherwise, you draw a card. Escape—{3}{B}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Creature — Shapeshifter
You may have this creature enter as a copy of any creature on the battlefield.
Creature — Sliver
All Slivers have "{2}: Regenerate this permanent."
Creature — Elemental
Flash Reach When this creature enters, it deals 2 damage to each creature with flying and each player. Evoke {2}{G}{G} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Enchantment
Whenever you cast a multicolored instant or sorcery spell, you may pay {1}. If you do, copy that spell. You may choose new targets for the copy.
Artifact
{T}: Add one mana of any color. {T}: Put a charge counter on this artifact. At the beginning of your first main phase, remove all charge counters from this artifact. Add one mana of any color for each charge counter removed this way.
Sorcery
You may reveal an Eldrazi card you own from outside the game or choose a face-up Eldrazi card you own in exile. Put that card into your hand.
Instant — Trap
If a noncreature permanent under your control was destroyed this turn by a spell or ability an opponent controlled, you may pay {G} rather than pay this spell's mana cost. Create four 1/1 green Snake creature tokens.
Artifact
{T}: Target player mills a card. (They put the top card of their library into their graveyard.) {5}, {T}, Sacrifice this artifact: Return target card from your graveyard to your hand.
Enchantment — Aura
Enchant creature You control enchanted creature. Enchanted creature has base power and toughness 1/1, has deathtouch, and is an Assassin in addition to its other types.
Creature — Orc Pirate
Whenever this creature or another Pirate you control enters, gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and becomes a Pirate in addition to its other types.
Creature — Snake Elf Druid
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
Creature — Spirit Detective
Flying When this creature dies, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Creature — Merfolk Rogue
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever this creature deals combat damage to a player, you may draw that many cards.
Legendary Creature — Treefolk Shaman
Vigilance, reach Whenever Colfenor or another creature you control dies, return up to one other target creature card with lesser toughness from your graveyard to your hand.
Enchantment
Creatures you control get +3/+3.
Sorcery
Escalate {1} (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target player discards all the cards in their hand, then draws that many cards. • Collective Defiance deals 4 damage to target creature. • Collective Defiance deals 3 damage to target opponent or planeswalker.
Sorcery
Each player shuffles all creatures they own into their library. Each player who shuffled a nontoken creature into their library this way reveals cards from the top of their library until they reveal a creature card, then puts that card onto the battlefield and the rest on the bottom of their library in a random order.
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature gets +20/+20.
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card." As long as enchanted creature is legendary, it gets +1/+1 and has ward {1}. (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Land
{T}: Add {C}. {T}, Sacrifice this land: Put your commander into your hand from the command zone.
Land
{T}: Add one mana of any color in your commander's color identity.
Sorcery
Choose any number of target creature and/or planeswalker cards in graveyards. Command the Dreadhorde deals damage to you equal to the total mana value of those cards. Put them onto the battlefield under your control.
Instant
Target player draws X cards plus an additional card for each time they've cast a commander from the command zone this game.
Artifact
{T}: Add one mana of any color in your commander's color identity. Sacrifice this artifact: Draw a card.
Instant
This spell can't be countered. Draw two cards, then amass Zombies X, where X is the number of cards in your hand. (Put X +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.)
Instant // Sorcery
Instant
Exile the top X cards of your library. Until the end of your next turn, you may play those cards.
Enchantment
{1}{U}, Discard a card: Draw a card. {1}{U}, Sacrifice this enchantment: Draw a card.
Artifact — Equipment
Equipped creature gets +3/+0. Disguise {2}{R} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When this Equipment is turned face up, attach it to target creature you control. Equip {1}{R}
Creature — Dryad
When this creature enters, you may destroy target artifact or enchantment.
Enchantment
At the beginning of your end step, choose one or more — • Put a +1/+1 counter on target creature with a counter on it. • Draw a card if you control an enchanted creature. • Create a 1/1 colorless Spirit creature token if you control an equipped creature.
Sorcery
Conflagrate deals X damage divided as you choose among any number of targets. Flashback—{R}{R}, Discard X cards. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Enchantment
When this enchantment enters, draw a card. Whenever a land an opponent controls enters, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.
Enchantment
At the beginning of your upkeep, you may exchange control of this enchantment and target permanent you neither own nor control.
Sorcery // Sorcery
Creature — Manticore
Flying When this creature enters, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
Instant
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Draw a card.
Instant
Strive — This spell costs {2}{G} more to cast for each target beyond the first. Destroy any number of target artifacts and/or enchantments.
Creature — Human Shaman
Whenever this creature attacks, you may pay {1} and discard a card. If you do, draw a card. Whenever you discard one or more nonland cards, you may exile one of them from your graveyard. If you do, you may cast it this turn.
Enchantment
When this enchantment enters, exile all artifacts your opponents control until this enchantment leaves the battlefield.
Instant
Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn.
Creature — Horror
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards. Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
Sorcery
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
Artifact
When this artifact enters, put a -1/-1 counter on target creature. {4}, {T}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature — Human Cleric
Flash If a nontoken creature would enter and it wasn't cast, exile it instead.
Sorcery
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Draw a card.
Enchantment
At the beginning of your upkeep, if you have 5 or less life, you gain 3 life and draw a card.
Enchantment
You may have this enchantment enter as a copy of any enchantment on the battlefield.
Land
This land enters tapped. When this land enters, sacrifice it unless you return an untapped Island you control to its owner's hand. {T}: Add {C}{U}.