Inventory last scanned: 4/30/2026, 6:26:46 PM
Instant — Trap
If an opponent had two or more creatures enter the battlefield under their control this turn, you may pay {U} rather than pay this spell's mana cost. Return two target creatures to their owners' hands.
Creature — Human Rogue Artificer
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying. Tap two untapped artifacts you control: Target creature can't be blocked this turn.
Sorcery
Destroy all creatures with flying.
Creature — Phyrexian Specter
Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever this creature deals combat damage to a player, you may sacrifice it. If you do, that player discards a card for each poison counter they have.
Artifact — Equipment
Equipped creature gets +2/+0. Whenever equipped creature deals combat damage to a player, you may cast a creature spell from that player's graveyard this turn, and you may spend mana as though it were mana of any color to cast that spell. Equip {3}
Creature — Elemental
At the beginning of your end step, manifest the top card of your library. (Put it 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.) Sacrifice this creature: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."
Instant
Create X 2/2 white Cat creature tokens. Shuffle White Sun's Zenith into its owner's library.
Sorcery
Amass Zombies 2, then the Army you amassed deals damage equal to its power to each non-Army creature. (To amass Zombies 2, put two +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.)
Enchantment
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) Whenever you cast a multicolored spell, create a Treasure token. Then you may pay {W}{U}{B}{R}{G}. If you do, you may play the exiled card without paying its mana cost.
Creature — Zombie
This creature gets +1/+1 for each creature card in your opponents' graveyards.
Creature — Human Shaman
Whenever this creature attacks, each other creature you control gets +X/+X until end of turn, where X is this creature's power.
Enchantment
Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn.
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
Instant
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.
Creature — Elf Archer
Flash (You may cast this spell any time you could cast an instant.) Reach (This creature can block creatures with flying.) Whenever another non-Human creature you control enters, you may pay {X}. When you do, put X +1/+1 counters on this creature.
Sorcery
Manifest the top card of your library, then put X +1/+1 counters on it. (To manifest a card, put it 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.)
Sorcery
Return X target cards from your graveyard to your hand. Exile Wildest Dreams.
Artifact
You may pay {1} and return a basic land you control to its owner's hand rather than pay this spell's mana cost. This artifact enters tapped. {T}: Add {G} or {W}.
Creature — Devil
When this creature enters and at the beginning of your upkeep, choose a player at random. That player exiles an instant or sorcery card from their graveyard. Copy that card. You may cast the copy without paying its mana cost.
Creature — Human Wizard
Morph {1}{U} (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, change the target of target spell or ability with a single target.
Creature — Treefolk Spirit
Trample Whenever one or more cards leave your graveyard, put a +1/+1 counter on this creature. When this creature dies, you gain life equal to its power.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {W}.
Creature — Spirit
Flying Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {W}. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Instant
For any number of opponents, destroy target nonland permanent that player controls.
Sorcery
Each player shuffles the cards from their hand into their library, then draws that many cards.
Sorcery
Destroy all creatures that aren't enchanted. They can't be regenerated.
Creature — Angel
Flash Flying When this creature enters during the declare attackers step, for each attacking creature, you may reselect which player or permanent that creature is attacking. (It can't attack its controller or their permanents.)
Instant
Target player sacrifices an attacking creature of their choice. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Instant
Cleave {4}{G}{U} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Draw a card for each creature you control [with flying].
Creature — Sliver
All Sliver creatures have flying.
World Enchantment
Whenever a player taps a snow land for mana, that player adds one mana of any type that land produced. That land doesn't untap during its controller's next untap step.
Enchantment
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) Whenever you draw your first card during each of your draw steps, draw a card. Then if you have nine or more cards in hand, you may play the exiled card without paying its mana cost.
Instant
Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
Creature — Insect
Return an Elf you control to its owner's hand: Untap target creature. Activate only once each turn.
Creature — Merfolk Wizard
When this creature enters, draw a card.
Sorcery
Target player discards their hand.
Enchantment
Players can't gain life. At the beginning of your upkeep, this enchantment deals 4 damage to you. At the beginning of your end step, target opponent chosen at random gains control of this enchantment.
Sorcery
Creatures of the creature type of your choice get -3/-3 until end of turn.
Creature — Wolf
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever an opponent casts a blue or black spell during your turn, put a +1/+1 counter on this creature.
Artifact — Book
{T}: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery. 1—9 | Copy that card. You may cast the copy. 10—19 | Copy that card. You may cast the copy by paying {1} rather than paying its mana cost. 20 | Copy each card exiled with this artifact. You may cast any number of the copies without paying their mana costs.
Creature — Horror
When this creature enters, create a 0/1 white Goat creature token. Sacrifice another creature: Scry 1. Escape—{3}{B}{B}, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) This creature escapes with two +1/+1 counters on it.
Creature — Elemental Wolf
Whenever this creature attacks, you may pay {1}{R} and discard a card. If you do, this creature deals damage to target creature or planeswalker equal to the discarded card's mana value.
Creature — Elemental
Multikicker {G} (You may pay an additional {G} any number of times as you cast this spell.) When this creature enters, create a 2/2 green Wolf creature token for each time it was kicked.
Creature — Wolf Warrior
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, each of those creatures gets +4/+4.
Creature — Elf Scout
When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.
Land — Mountain Forest
({T}: Add {R} or {G}.) This land enters tapped.
Creature — Treefolk Shaman
Trample When this creature enters, destroy target noncreature permanent. Persist (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.)
Land
This land enters tapped unless you control a Swamp or a Forest. {T}: Add {B} or {G}.
Creature — Elemental
Vigilance, trample Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Untap target permanent and gain control of it until end of turn. It gains haste until end of turn.
Enchantment
{1}: The next time you would draw a card this turn, each player returns a permanent they control to its owner's hand instead.
Creature — Rhino Warrior
Trample When this creature enters, you gain 3 life. When this creature dies, create a 4/4 green Rhino Warrior creature token. Blitz {4}{G}{G} (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
Creature — Eldrazi
Devoid (This card has no color.) When you cast this spell, exile target artifact, enchantment, or land. Reach {2}{C}, Sacrifice a land: Return this card from your graveyard to your hand. ({C} represents colorless mana.)
Creature — Avatar
At the beginning of your upkeep, you may choose a card type. If you do, each player sacrifices a permanent of their choice of that type.
Conspiracy
(Start the game with this conspiracy face up in the command zone.) As long as every card in your card pool started the game in your library or in the command zone, lands you control have "{T}: Add one mana of any color."