Inventory last scanned: 4/29/2026, 6:26:39 PM
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.
Land
This land enters tapped. {T}: Add {B}, {R}, or {G}.
Sorcery
Savage Twister deals X damage to each creature.
Creature — Hydra
Double strike This creature enters with X +1/+1 counters on it. {1}{R/G}: Put a +1/+1 counter on this creature. Activate only as a sorcery.
Creature — Human Soldier
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever this creature trains, exile up to one other target creature from the battlefield or creature card from a graveyard. When this creature leaves the battlefield, put the exiled cards onto the battlefield under their owners' control.
Instant
Counter target spell. Foretell {1}{U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Artifact Creature — Scarecrow
Whenever this creature becomes tapped, choose one — • You may put a land card from your hand onto the battlefield tapped. • Return target land card from your graveyard to the battlefield tapped.
Instant
Counter target spell. Awaken 3—{4}{U}{U} (If you cast this spell for {4}{U}{U}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Instant
Counter target spell. Clash with an opponent. If you win, at the beginning of your next main phase, you may add an amount of {C} equal to that spell's mana value. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Land — Desert
{T}: Add {C}. {2}, {T}, Sacrifice a Desert: Exile all graveyards.
Creature — Ooze
{G}: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on this creature and you gain 1 life.
Creature — Human Citizen
As this creature enters, you may choose a nonland permanent. Activated abilities of the chosen permanent can't be activated. This creature has all activated abilities of the chosen permanent except for loyalty abilities. You may spend mana as though it were mana of any color to activate those abilities.
Creature — Human Advisor
When this creature enters, each player who controls fewer lands than the player who controls the most lands searches their library for a number of basic land cards less than or equal to the difference, puts those cards onto the battlefield tapped, then shuffles.
Land
{T}: Add {C}. {2}, {T}: Add one mana of any color.
Creature — Vampire Noble
Whenever this creature or another nontoken Vampire you control dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") {R}, Sacrifice two artifacts: Exile the top card of your library. You may play that card this turn.
Creature — Elemental
When this creature enters, if you cast it from your hand, create a 1/1 white Bird creature token with flying, then populate. (Create a token that's a copy of a creature token you control.)
Creature — Avatar
Scion of the Wild's power and toughness are each equal to the number of creatures you control.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {W} or {B}.
Creature — Wolf Horror
First strike Delirium — This creature has double strike as long as there are four or more card types among cards in your graveyard.
Creature — Kraken
When this creature enters, return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Creature — Hydra
Trample This creature enters with two +1/+1 counters on it. {T}, Sacrifice another creature: Put a number of +1/+1 counters on this creature equal to the sacrificed creature's toughness.
Creature — Demon
Kicker {4}{B} When you cast this spell, if it was kicked, each player loses half their life, rounded up. Scourge of the Skyclaves's power and toughness are each equal to 20 minus the highest life total among players.
Artifact
{T}: Target player exiles a card from their graveyard. {1}, Sacrifice this artifact: Exile target card from a graveyard. Draw a card.
Artifact
{T}: Manifest a card from your hand. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of up to one target artifact for as long as you control this Saga. The Ring tempts you. II — Tap up to two target creatures. Put a stun counter on each of them. III — Draw a card for each tapped creature target opponent controls.
Creature — Insect
At the beginning of your upkeep, if you control five or more lands, put four +1/+1 counters on this creature.
Enchantment
{1}, Discard a card: Create a 0/3 blue Crab creature token. Delirium — Crabs you control get +1/+1 as long as there are four or more card types among cards in your graveyard.
Artifact Creature — Construct
This creature can't be blocked by creatures with power 2 or less. When this creature dies, it deals 6 damage to target opponent or planeswalker.
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up. Equip {3}
Creature — Human Wizard
When this creature enters, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
Creature — Human Wizard
Kicker {4}{U} When this creature enters, copy the next instant or sorcery spell with mana value 2 or less you cast this turn when you cast it. If this creature was kicked, copy that spell twice instead. You may choose new targets for the copies.
Land
{T}: Add {C}. ({C} represents colorless mana.) {2}{C}, {T}: Draw a card. Activate only if you have no cards in hand.
Creature — Merfolk Wizard
Whenever a Merfolk you control deals combat damage to a player, draw a card.
Enchantment
Sacrifice this enchantment: Destroy target artifact or enchantment.
Enchantment
Sacrifice this enchantment: Destroy target nonblack creature. It can't be regenerated.
Enchantment
Sacrifice this enchantment: Return target creature to its owner's hand.
Sorcery
Search your library for a basic land card, put it onto the battlefield, then shuffle. Suspend 2—{G} (Rather than cast this card from your hand, you may pay {G} and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Enchantment
When this enchantment enters, exile the top five cards of your library. Whenever you play a card with the same name as one of the exiled cards, you may put one of those cards with that name into its owner's hand. Then if there are no cards exiled with this enchantment, sacrifice it. If you do, take an extra turn after this one.
Enchantment
Whenever a creature attacks you or a planeswalker you control, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Instant
Searing Blaze deals 1 damage to target player or planeswalker and 1 damage to target creature that player or that planeswalker's controller controls. Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player or planeswalker and 3 damage to that creature instead.
Instant
Searing Blood deals 2 damage to target creature. When that creature dies this turn, Searing Blood deals 3 damage to the creature's controller.
Land
This land enters tapped. {T}: Add {G}, {W}, or {U}.
Land
This land enters tapped. {T}: Add {W}. Cycling {W} ({W}, Discard this card: Draw a card.)
Sorcery
Exile target nonland card from your graveyard. Search your library for any number of cards with the same name as that card, reveal them, put them into your hand, then shuffle.
Artifact
Landfall — Whenever a land you control enters, you may pay {2}. If you do, draw a card.
Creature — Cat
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, you gain protection from the color of your choice until end of turn. (You can't be targeted, dealt damage, or enchanted by anything of the chosen color.)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards and create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Legendary Creature — Spirit
Sekki enters with eight +1/+1 counters on it. If damage would be dealt to Sekki, prevent that damage, remove that many +1/+1 counters from Sekki, and create that many 1/1 colorless Spirit creature tokens. Sacrifice eight Spirits: Return this card from your graveyard to the battlefield.
Sorcery
Reveal the top seven cards of your library. Choose from among them a card with flying, a card with first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance. Put one of the chosen cards onto the battlefield, the other chosen cards into your hand, and the rest into your graveyard.
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {G}{W}.