2710 Old Lebanon Rd #28, Nashville, TN, 37214
Cards Tracked
8330
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Inventory last scanned: 6/20/2026, 6:05:46 PM
Enchantment
Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from the battlefield, return that card to the battlefield.
Enchantment
At the beginning of your upkeep, sacrifice this enchantment unless you sacrifice a Pegasus. {1}{W}: Create a 1/1 white Pegasus creature token with flying.
Creature — Horse
Whenever this creature becomes blocked, you gain 1 life.
Creature — Human Minion
Sacrifice a creature: Target player discards two cards. Activate only as a sorcery.
Legendary Creature — Human Scout
Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard this turn, return that card to the battlefield.
Creature — Bird Wizard
Flying (This creature can't be blocked except by creatures with flying or reach.) When this creature enters, look at the top four cards of your library, then put them back in any order.
Creature — Djinn Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever this creature attacks, you may return target creature to its owner's hand if its power is less than this creature's power.
Creature — Human Wizard
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on it. Remove all +1/+1 counters from this creature: For each five counters removed this way, take an extra turn after this one.
Creature — Bird
Flying When this creature enters, look at the top four cards of your library, then put them back in any order.
Kindred Instant — Wizard
Counter target spell unless its controller pays {3}. If you control a Wizard, draw a card.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card for each Aura you control that's attached to a creature. Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.
Sorcery
Choose one or both — • Create a token that's a copy of target artifact. • Create a token that's a copy of target creature, except it's an artifact in addition to its other types.
Legendary Creature — Spirit Human
Whenever Saint Traft and Rem Karolus becomes tapped, create a 1/1 red Human creature token if this is the first time this ability has resolved this turn. If it's the second time, create a 1/1 blue Spirit creature token with flying. If it's the third time, create a 4/4 white Angel creature token with flying. Whenever you cast a spell that has convoke, untap Saint Traft and Rem Karolus.
Legendary Creature — Human Rogue
You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities. The "legend rule" doesn't apply to permanents you control. Partner (You can have two commanders if both have partner.)
Creature — Human Ninja
Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) You may have this creature enter as a copy of any creature on the battlefield, except it's a Ninja in addition to its other creature types.
Legendary Creature — Human Rogue
You may have Sakashima the Impostor enter as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has "{2}{U}{U}: Return Sakashima the Impostor to its owner's hand at the beginning of the next end step."
Legendary Creature — Snake Shaman
Whenever a creature you control deals combat damage to a player, add that much {G}. Until end of turn, you don't lose this mana as steps and phases end.
Creature — Snake Shaman Scout
{T}: You may put a land card from your hand onto the battlefield.
Artifact Creature — Golem
You may sacrifice three artifacts rather than pay this spell's mana cost. Exile three artifact cards from your graveyard: Return this card from your graveyard to your hand.
Artifact
{T}: Return target noncreature artifact card with mana value 1 or less from your graveyard to the battlefield. Whenever a creature dies, you may untap this artifact.
Creature — Bird Cleric
Flash Flying Whenever this creature or another Bird you control enters, exile up to one target creature you control without flying. Return it to the battlefield under its owner's control with a flying counter on it at the beginning of the next end step.
Creature — Human Cleric
{T}: Prevent the next 1 damage that would be dealt to any target this turn.
Creature — Human Cleric
Domain — {T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control.
Legendary Creature — Human Warrior Cleric
First strike, vigilance, haste Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) Other creatures you control get +X/+0, where X is your speed. Noncreature spells you cast cost {X} less to cast, where X is your speed.
Legendary Creature — Human Warrior Cleric
First strike, vigilance, haste Whenever a creature you control deals combat damage to a player, if that creature entered this turn, draw a card.
Legendary Creature — Human Warrior
Flash Double strike, vigilance, haste Other creatures you control have haste. {W}, {T}: Untap another target creature.
Legendary Creature — Goblin Sorcerer
Vivid — At the beginning of your first main phase, reveal cards from the top of your library until you reveal X nonland cards, where X is the number of colors among permanents you control. For each of those colors, you may exile a card of that color from among the revealed cards. Then shuffle. You may cast the exiled cards this turn.
Creature — Human Cleric
Protection from black and from red When this creature enters, exile all cards that are black or red from all graveyards. If a black or red permanent, spell, or card not on the battlefield would be put into a graveyard, exile it instead.
Enchantment
Whenever an opponent taps a Mountain for mana, you may gain 1 life.
Creature — Angel Soldier
Flying This creature enters with two shield counters on it. Whenever this creature enters or attacks, you may remove a counter from a creature or planeswalker you control. If you do, draw a card and create a 1/1 green and white Citizen creature token.
Creature — Human Cleric
As this creature enters, choose a number. Noncreature spells with mana value equal to the chosen number can't be cast.
Artifact
{2}, {T}: Target creature gains islandwalk until end of turn. When that creature dies this turn, destroy this artifact. (A creature with islandwalk can't be blocked as long as defending player controls an Island.)
Creature — Human Rogue
Whenever you sacrifice another permanent, put a +1/+1 counter on this creature. When this creature dies, you may exile it. When you do, return target creature card with mana value less than or equal to this creature's power from your graveyard to the battlefield.
Legendary Creature — Sand Elemental Villain
Sandman's power and toughness are each equal to the number of lands you control. Sandman can't be blocked by creatures with power 2 or less. {3}{G}{G}: Return this card and target land card from your graveyard to the battlefield tapped.
Enchantment — Aura
Enchant creature Prevent all combat damage that would be dealt to and dealt by enchanted creature.
Artifact
Each player skips their untap step. At the beginning of each player's upkeep, that player simultaneously untaps each tapped artifact, creature, and land they control and taps each untapped artifact, creature, and land they control.
Artifact Creature — Sphinx
Flying When this creature enters, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Creature — Vampire Shaman
Flying Whenever a creature an opponent controls dies, you may gain 3 life. Whenever an opponent discards a card, you may gain 3 life.
Enchantment
Whenever you gain life, target opponent loses that much life.
Enchantment
When Sanguine Brushstroke enters the battlefield, create a Blood token and conjure a card named Blood Artist onto the battlefield. Whenever you sacrifice a Blood token, each opponent loses 1 life and you gain 1 life.