2710 Old Lebanon Rd #28, Nashville, TN, 37214
Cards Tracked
8333
In Stock
8322
Rating
—
Inventory last scanned: 6/22/2026, 6:05:47 PM
Land
{T}: Add {C}. {T}: Add {R}, {W}, or {B}. Spend this mana only to cast a Knight or Equipment spell.
Artifact
{8}, {T}: You gain 10 life.
Artifact
{8}, {T}: Draw four cards.
Artifact
{8}, {T}: Target player mills eight cards.
Land
{T}: Add {C}. {1}, {T}: Target creature gains protection from artifacts until end of turn.
Sorcery
As an additional cost to cast this spell, pay X life. All creatures get -X/-X until end of turn.
Creature — Tyranid
Reach, deathtouch Hypertoxic Miasma — All lands have "{T}: Add one mana of any color" and lose all other abilities.
Sorcery
Target opponent draws two cards, then you draw up to four cards. That opponent may repeat this process as many times as they choose.
Artifact
{1}, {T}, Discard a card: You gain 4 life. {1}, {T}, Pay 1 life: Create a 0/1 white Goat creature token. {1}, {T}, Sacrifice a creature: Return target artifact card from your graveyard to your hand. {1}, {T}, Sacrifice an artifact: Draw a card.
Creature — Demon
Trample Ward—Discard a card. Infusion — At the beginning of your end step, sacrifice a permanent unless you gained life this turn.
Sorcery
For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.
Sorcery
Target creature gets -2/-2 until end of turn. Void — That creature gets -10/-10 until end of turn instead if a nonland permanent left the battlefield this turn or a spell was warped this turn.
Enchantment
Whenever a face-down creature you control enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle. Whenever a permanent you control is turned face up, if it's a creature, it gets +2/+2 until end of turn.
Creature — Cat
Whenever this creature becomes blocked, it gets +1/+1 until end of turn.
Land
This land enters tapped unless you have two or more opponents. {T}: Add {U} or {R}.
Artifact Creature — Drone
This creature can't attack or block unless it's equipped.
Enchantment
Activated abilities of creatures you control cost {2} less to activate. This effect can't reduce the mana in that cost to less than one mana.
Enchantment
{1}{G}{G}: Destroy all other enchantments.
Sorcery
Destroy all enchantments.
Land
This land enters tapped. {T}: Add {G}. Cycling {G} ({G}, Discard this card: Draw a card.)
Creature — Human Cleric Avatar
Level up {1} ({1}: Put a level counter on this. Level up only as a sorcery.) LEVEL 6-11 6/6 Lifelink LEVEL 12+ 9/9 Lifelink, indestructible
Creature — Human Soldier
{2}{W}, {T}: Put a trap counter on target land you control. Sacrifice a land with a trap counter on it: This creature deals 3 damage to target attacking creature without flying.
Creature — Dinosaur
Enrage — Whenever this creature is dealt damage, exile target creature an opponent controls until this creature leaves the battlefield.
Creature — Spirit
Defender; reach (This creature can block creatures with flying.) Traproot Kami's toughness is equal to the number of Forests on the battlefield.
Sorcery
As an additional cost to cast this spell, sacrifice an artifact. Return target artifact card from your graveyard to the battlefield.
Instant
Traumatic Critique deals X damage to any target. Draw two cards, then discard a card.
Enchantment — Aura
Enchant creature As this Aura enters, choose a land type. When this Aura enters, draw a card. Enchanted creature has landwalk of the chosen type. (It can't be blocked as long as defending player controls a land of that type.)
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.
Enchantment — Aura
Enchant creature When this Aura enters, untap up to five lands. You control enchanted creature.
Creature — Ogre Shaman
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Pay 3 life: Add {R}.
Creature — Human Wizard
When this creature enters, you may search your library for an artifact card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
Enchantment
{2}{U}{U}: Draw a card.
Creature — Thrull
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever this creature attacks, you may return target artifact, creature, or enchantment card from your graveyard to your hand.
Creature — Plant
Defender {T}: Exchange your life total with this creature's toughness.
Creature — Kraken
Return a land you control to its owner's hand: Untap this creature. It gains hexproof until end of turn. Landfall — Whenever a land you control enters, target creature an opponent controls attacks during its controller's next combat phase if able.
Creature — Leviathan
Trample When this creature enters, you may search your library for any number of land cards, exile them, then shuffle. If you do, this creature has base power and base toughness each equal to the number of cards exiled this way.
Artifact — Equipment
Whenever equipped creature attacks, defending player reveals cards from the top of their library until they reveal a land card. The creature gets +1/+0 until end of turn for each card revealed this way. That player puts the revealed cards into their graveyard. Equip {2}
Snow Land
This land enters tapped. {T}: Add {B} or {R}.
Legendary Creature — Dragon
Flying Whenever Treva deals combat damage to a player, you may pay {2}{W}. If you do, choose a color, then you gain 1 life for each permanent of that color.
Legendary Creature — Human Wizard
{1}, {T}: Put a fate counter on another target creature. {W}, {T}: Exile target creature that has a fate counter on it, then return it to the battlefield under its owner's control. {B}, {T}: Exile target creature that has a fate counter on it. Its controller draws two cards.
Sorcery
Domain — Tribal Flames deals X damage to any target, where X is the number of basic land types among lands you control.
Creature — Elf Wizard
Morph {1}{G} (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, creatures of the creature type of your choice get +2/+2 and gain trample until end of turn.
Artifact Creature — Golem
This creature has trample as long as you control a Beast, haste as long as you control a Goblin, first strike as long as you control a Soldier, flying as long as you control a Wizard, and "{B}: Regenerate this creature" as long as you control a Zombie.
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.) Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be activated this turn. (Mana abilities can't be targeted.)
Artifact
This artifact enters with three charge counters on it. {B}{B}, {T}: Put a charge counter on this artifact. {2}, {T}, Remove a charge counter from this artifact: Put a -1/-1 counter on target creature.
Artifact
As long as this artifact is untapped, each spell that would cost less than three mana to cast costs three mana to cast. (Additional mana in the cost may be paid with any color of mana or colorless mana. For example, a spell that would cost {1}{B} to cast costs {2}{B} to cast instead.)
Creature — Human Wizard
When this creature enters, you may search your library for an artifact card with mana value 1 or less, reveal that card, put it into your hand, then shuffle.
Artifact Creature — Golem
Flying, vigilance, trample When this creature dies, create a 3/3 colorless Golem artifact creature token with flying, a 3/3 colorless Golem artifact creature token with vigilance, and a 3/3 colorless Golem artifact creature token with trample.
Enchantment
At the beginning of your upkeep, choose one — • Each player with exactly 13 life loses the game, then each player gains 1 life. • Each player with exactly 13 life loses the game, then each player loses 1 life.