Inventory last scanned: 4/29/2026, 6:26:39 PM
Creature — Crocodile
{2}{B}: This creature gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
Creature — Giant Warrior
Vigilance {1}{W}, {T}: Search your library for an Equipment card, put it onto the battlefield, attach it to a creature you control, then shuffle.
Creature — Rhino Soldier
When this creature enters, target opponent skips their next combat phase.
Sorcery
Create X 1/1 white Pegasus creature tokens with flying, where X is your life total.
Instant
When you cast this spell, copy it for each kind of counter among permanents you control. You may choose new targets for the copies. Return target nonland permanent to its owner's hand.
Sorcery
Return all creature cards from your graveyard to the battlefield. Each of them is a 1/1 Spirit with flying in addition to its other types. Exile Storm of Souls.
Sorcery
Storm's Wrath deals 4 damage to each creature and each planeswalker.
Creature — Metathran Wizard
Kicker {W} and/or {2}{B} (You may pay an additional {W} and/or {2}{B} as you cast this spell.) When this creature enters, if it was kicked with its {W} kicker, you gain 3 life. When this creature enters, if it was kicked with its {2}{B} kicker, destroy target nonblack creature. That creature can't be regenerated.
Creature — Kraken
Hexproof Lieutenant — As long as you control your commander, this creature gets +2/+2 and has "Whenever this creature becomes blocked, you may draw two cards."
Creature — Leviathan
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) All lands are Islands in addition to their other types. Creatures without flying or islandwalk can't attack.
Creature — Elemental
This spell costs {2}{U} less to cast if you've cast an instant or sorcery spell this turn. Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, scry 2.
Legendary Creature — Zombie Elf Wizard
Trample Whenever Storrev deals combat damage to a player or planeswalker, return to your hand target creature or planeswalker card in your graveyard that wasn't put there this combat.
Enchantment — Aura
Enchant creature When this Aura enters, target player discards two cards. {B}: Regenerate enchanted creature.
Sorcery
Strangle deals 3 damage to target creature or planeswalker.
Creature — Spirit
Haste Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Sorcery
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
Creature — Djinn Monk
Flying Megamorph {1}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When this creature is turned face up, counter target instant or sorcery spell.
Instant
Street Spasm deals X damage to target creature without flying you don't control. Overload {X}{X}{R}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Legendary Creature — Vampire Noble
Flying At the beginning of your end step, create a Blood token for each player who lost life this turn. Whenever Strefan attacks, you may sacrifice two Blood tokens. If you do, you may put a Vampire card from your hand onto the battlefield tapped and attacking. It gains indestructible until end of turn.
Instant
Multikicker {1} (You may pay an additional {1} any number of times as you cast this spell.) Choose target creature, then choose another target creature for each time this spell was kicked. Put X +1/+1 counters on each of them.
Creature — Sliver
Sliver creatures you control have first strike. (They deal combat damage before creatures without first strike.)
Creature — Bear
When this creature enters, draw a card.
Instant
Target player draws X cards.
Creature — Vampire Horror
Discard a card: Vampires you control get +1/+1 until end of turn. Activate only once each turn.
Creature — Vampire Horror
Trample Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Sorcery
Each player discards a card. Then each player who didn't discard a creature card this way loses 4 life.
Land
{T}: Add {C}. {1}, {T}: Add one mana of any color. When you spend this mana to cast your commander, scry X, where X is the number of times it's been cast from the command zone this game.
Creature — Hydra
When this creature enters, distribute X +1/+1 counters among it and any number of commanders.
Sorcery
Choose a color. Sudden Demise deals X damage to each creature of the chosen color.
Instant
Choose up to three target permanent cards in graveyards that were put there from the battlefield this turn. Return them to the battlefield tapped under their owners' control. You draw a card for each opponent who controls one or more of those permanents.
Enchantment
At the beginning of each player's upkeep, this enchantment deals 2 damage to that player. If a player would gain life, that player gains no life instead.
Enchantment
At the beginning of your upkeep, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Instant
Choose one — • Destroy target monocolored creature. • Destroy target artifact or enchantment. • Draw two cards, then discard a card.
Instant
Exile all other spells and counter all abilities.
Instant
Counter target creature spell. Create a 2/2 blue Illusion creature token.
Instant — Trap
If a creature spell you cast this turn was countered by a spell or ability an opponent controlled, you may pay {0} rather than pay this spell's mana cost. Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in any order.
Artifact
Whenever you're dealt damage, put that many charge counters on this artifact. At the beginning of each upkeep, you may remove a charge counter from this artifact. If you do, you gain 1 life.
Creature — Giant
Vigilance Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Enchantment
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
Creature — Angel
Flying When this creature enters, destroy all tapped creatures.
Sorcery
Bolster X, where X is the number of cards in your hand. Each creature you control with a +1/+1 counter on it gains trample until end of turn. (To bolster X, choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.)
Sorcery
Sundering Stroke deals 7 damage divided as you choose among one, two, or three targets. If at least seven red mana was spent to cast this spell, instead Sundering Stroke deals 7 damage to each of those permanents and/or players.
Creature — Human Soldier
Whenever this creature enters or attacks, exile up to one target card from a graveyard. Coven — {1}{W}: Choose a color. This creature gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers.
Land
{T}: Add {C}. {2}{R}{W}, {T}: Target creature gains double strike until end of turn.
Land — Island Swamp
({T}: Add {U} or {B}.) This land enters tapped unless you control two or more basic lands.
Creature — Dragon
Flying Whenever an opponent casts a spell, put a +1/+1 counter on this creature and you gain 1 life.
Sorcery
If an opponent has more life than you, you gain 4 life. If an opponent controls more creatures than you, create two 1/1 white Human creature tokens. If an opponent has more cards in hand than you, draw a card.
Enchantment
Activated abilities cost {2} more to activate unless they're mana abilities.
Creature — Spirit
Flying Other Spirits you control get +1/+1.
Creature — Human Assassin
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever this creature attacks and isn't blocked, defending player gets a poison counter. (A player with ten or more poison counters loses the game.)
Legendary Creature — Human Warrior
Formidable — At the beginning of combat on your turn, if creatures you control have total power 8 or greater, target creature you control gains haste until end of turn. (It can attack and {T} no matter when it came under your control.)
Creature — Surrakar
Whenever you cast an instant or sorcery spell, you may put a charge counter on this creature. Whenever this creature deals combat damage to a player, you may draw X cards, where X is the number of charge counters on it.
Sorcery
Return an instant card at random from your graveyard to your hand. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Creature — Giant Wizard
As an additional cost to cast this spell, reveal a Giant card from your hand or pay {2}. Whenever this creature attacks, you may cast an instant or sorcery spell from your hand without paying its mana cost.