Inventory last scanned: 4/27/2026, 1:43:56 AM
Creature — Elf Druid
{T}: Untap target Forest.
Creature — Sloth Beast
Reach When this creature enters, you may put a land card from your hand onto the battlefield tapped.
Legendary Creature — Elder Dragon
Flying At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay {G}{W}{U}. Each untapped creature you control gets +0/+2 as long as it's not attacking. {W}: Arcades Sabboth gets +0/+1 until end of turn.
Creature — Human Wizard
{2}{U}, {T}: Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card. When this creature leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
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
Look at the top four cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Flashback {3}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Enchantment
Each player can't cast more than one spell each turn.
Enchantment
Instant and sorcery spells cost {2} less to cast.
Land
This land enters tapped. {T}: Add {W}, {U}, or {B}.
Creature — Human Wizard
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile an instant or sorcery card you drafted that isn't in your deck. When this creature enters, copy a card you exiled with cards named Arcane Savant. You may cast the copy without paying its mana cost.
Artifact
{T}: Add one mana of any color in your commander's color identity.
Legendary Creature — Wizard
{T}: Draw three cards. {2}{U}{U}: Return Arcanis to its owner's hand.
Land
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) {T}: Add {C}. {5}, {T}: Draw a card. Activate only if you have the city's blessing.
Creature — Human Wizard
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature — Angel
Flying, vigilance
Creature — Angel
Kicker {B} and/or {R} (You may pay an additional {B} and/or {R} as you cast this spell.) Flying, lifelink When this creature enters, if it was kicked, it deals 2 damage to any target. When this creature enters, if it was kicked twice, it deals 2 damage to any target.
Legendary Creature — Turtle Shaman
As long as Archelos is tapped, other permanents enter tapped. As long as Archelos is untapped, other permanents enter untapped.
Creature — Demon
Flying Whenever a source an opponent controls deals damage to this creature, that source's controller loses that much life unless they sacrifice that many permanents of their choice. Madness {3}{B}{B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature — Elf Artificer Druid
Landfall — Whenever a land you control enters, you get {E} (an energy counter). Pay eight {E}: Create a 6/6 colorless Beast artifact creature token.
Creature — Archon
Flying When this creature enters, you become the monarch. As long as you're the monarch, damage doesn't cause you to lose life. (When a creature deals combat damage to you, its controller still becomes the monarch.)
Creature — Archon
Flying When this creature dies, exile target permanent.
Creature — Archon
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Pegasus creatures you control have lifelink. Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Creature — Archon
Flying, vigilance, trample As this creature enters, choose artifact, enchantment, instant, sorcery, or planeswalker. Players can't cast spells of the chosen type.
Creature — Archon
Flying Whenever this creature attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
Creature — Archon
Flying Other creatures you control that are enchanted by Auras you control have base power and toughness 4/4 and have flying.
Creature — Human Cleric
Archpriest of Iona's power is equal to the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
Creature — Sphinx
Flying Metalcraft — {U}: Exile this creature. Return it to the battlefield under your control at the beginning of the next end step. Activate only if you control three or more artifacts.
Instant
Return target artifact or enchantment card from your graveyard to your hand.
Sorcery
Return target artifact card from your graveyard to the battlefield.
Legendary Planeswalker — Arlinn
Each creature you control that's a Wolf or a Werewolf enters with an additional +1/+1 counter on it. −2: Create a 2/2 green Wolf creature token.
Creature — Wurm
Trample When this creature enters, create a 5/5 green Wurm creature token with trample.
Artifact
{2}, {T}, Sacrifice this artifact: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
Enchantment
{3}{W}{W}: You draw a card and target opponent gains 3 life.
Legendary Artifact Creature — Golem
Whenever Armix attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard. Partner (You can have two commanders if both have partner.)
Creature — Sliver
All Sliver creatures have "{2}: This creature gets +0/+1 until end of turn."
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each Plains you control and has flying.
Enchantment
When this enchantment enters, create a Blood token for each opponent you have. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip {2}.
Creature — Eldrazi
When you cast this spell, you may return target creature card from your graveyard to the battlefield. Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
Legendary Creature — Human Knight
Vigilance {2}{W}, {T}: Create a 2/2 white Knight creature token with vigilance. {B}, {T}, Tap X untapped Knights you control: Destroy target creature with power X or less.
Creature — Human Monk
This creature enters with a +1/+1 counter on it for each +1/+1 counter among other creatures you control. At the beginning of your upkeep, double the number of +1/+1 counters on this creature.
Creature — Wolf
This creature enters with a +1/+1 counter on it if you control a permanent with mana value 4 or greater. Whenever you cast a spell with mana value 4 or greater, put a +1/+1 counter on this creature.
Snow Creature — Spirit
{S}{S}: This creature becomes a Spirit Warrior with base power and toughness 2/3. {S}{S}{S}: If this creature is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4. {S}{S}{S}{S}: If this creature is an Angel, put two +1/+1 counters on it and it gains "Whenever this creature deals combat damage to a player, draw a card."
Land
{T}: Add {C}. Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Creature — Human Warrior
First strike, haste Whenever a player casts a spell from a graveyard, this creature deals 3 damage to that player.
Creature — Phoenix
Flying When this creature dies, return it to the battlefield face down under your control. Morph {4}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When this creature is turned face up, it deals 2 damage to each player.
Creature — Archon
Flying When this creature enters or dies, exile target permanent.
Creature — Elemental Knight
Other black creatures you control get +1/+1. Other red creatures you control get +1/+1. Whenever this creature becomes the target of a spell or ability an opponent controls, that player loses 4 life.
Creature — Human Wizard
Flash When this creature enters, you may search your library and/or graveyard for a card named Ashiok, Sculptor of Fears, reveal it, and put it into your hand. If you search your library this way, shuffle.
Legendary Creature — Elemental Shaman
{1}{R}: Put a +1/+1 counter on Ashling. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling, and it deals that much damage to each creature and each player.
Legendary Creature — Human Artificer
Deathtouch Whenever Ashnod attacks, you may sacrifice another creature. If you do, create a tapped Powerstone token. {5}, Exile a creature card from your graveyard: Create a tapped 3/3 colorless Zombie artifact creature token.
Instant
Target creature gets +X/+X until end of turn, where X is your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.)
Artifact — Equipment
Equipped creature gets +2/+2, has haste, can't attack you or planeswalkers you control, and can't be sacrificed. At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it. Equip {3}
Enchantment
At the beginning of your upkeep, put a muster counter on this enchantment. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on this enchantment.
Legendary Creature — Human Warrior
When Astor enters, look at the top seven cards of your library. You may reveal an Equipment or Vehicle card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Equipment you control have equip {1}. Vehicles you control have crew 1.
Enchantment
Whenever you cycle this card or cycle another card while this enchantment is on the battlefield, you may exile target creature. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step. Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.)