2710 Old Lebanon Rd #28, Nashville, TN, 37214
Cards Tracked
8488
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8480
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Inventory last scanned: 7/26/2026, 6:07:29 PM
Legendary Creature — Human Kree Hero
Flying Whenever Captain Marvel enters or attacks, exile up to one target creature. That creature's controller gains life equal to its power. Whenever a creature other than Captain Marvel is exiled from the battlefield, you gain life equal to its power.
Creature — Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.) Other Soldier creatures you control get +1/+1 and have vigilance. When this creature enters, create three 1/1 white Soldier creature tokens.
Legendary Creature — Human Pilot Employee
At the beginning of combat on your turn, choose target nonland permanent you control. Until end of turn, it becomes a Vehicle artifact with base power and toughness each equal to its mana value, and it gains crew 2 and "Crash Land — Whenever this Vehicle deals damage, roll a six-sided die. If the result is equal to this Vehicle's mana value, sacrifice this Vehicle, then it deals that much damage to any target."
Legendary Creature — Human Soldier
{T}: Search your library for a legendary card, reveal that card, put it into your hand, then shuffle.
Enchantment
This enchantment enters under the control of an opponent of your choice. At the beginning of your upkeep, choose one that hasn't been chosen — • Your life total becomes 4. • Discard your hand. • Each opponent creates five 2/2 black Zombie creature tokens.
Legendary Creature — Human Knight
When Caradora enters, you may search your library for a Mount or Vehicle card, reveal it, put it into your hand, then shuffle. If one or more +1/+1 counters would be put on a creature or Vehicle you control, that many plus one +1/+1 counters are put on it instead.
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. Morbid — You may put that card onto the battlefield instead of putting it into your hand if a creature died this turn.
Sorcery
Draw two cards, then discard two cards.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn. {W}: Level 2 When this Class becomes level 2, create a token that's a copy of target token you control. {3}{W}: Level 3 Creature tokens you control get +2/+2.
Creature — Phyrexian Demon
Flying This creature enters with two -1/-1 counters on it. {B}, Remove a -1/-1 counter from this creature: Put a -1/-1 counter on each other creature.
Creature — Nightmare Horse
First strike, haste Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
Enchantment
Whenever a creature enters, you lose 1 life and add {B}.
Creature — Plant Wall
Defender
Instant
The next 1 damage that would be dealt to target creature this turn is dealt to another target creature instead. Draw a card.
Enchantment
At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.
Legendary Creature — Human Warrior
Whenever Carth enters or a planeswalker you control dies, look at the top seven cards of your library. You may reveal a planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Planeswalkers' loyalty abilities you activate cost an additional [+1] to activate.
Enchantment — Case
When this Case enters, discard a card, then draw two cards. To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
Land
{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast an artifact spell. {3}, {T}, Sacrifice an artifact: Create a 3/3 colorless Robot Villain artifact creature token named Doombot. Activate only as a sorcery.
Land
This land enters tapped unless you control an Island. {T}: Add {U}. {2}{U}{U}, {T}: Scry 2.
Enchantment
Flash When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. Cycling {W} ({W}, Discard this card: Draw a card.)
Enchantment
Instant and sorcery spells you control have rebound. (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
Sorcery
Each player chooses from among the permanents they control an artifact, a creature, an enchantment, and a land, then sacrifices the rest.
Artifact Creature — Construct
Vigilance When this creature enters, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.
Creature — Human Soldier
Tap five untapped Soldiers you control: Exile target creature.
Sorcery
Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated.
Sorcery // Sorcery
Creature — Horror Mercenary
Sacrifice a creature: Regenerate this creature. {6}, {T}: Search your library for a Mercenary permanent card with mana value 6 or less, put it onto the battlefield, then shuffle.
Enchantment
Whenever a creature you control enters, put a +1/+1 counter on each creature you control.
Sorcery
As an additional cost to cast this spell, discard two cards. Draw three cards.
Artifact
{T}: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it 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.)
Creature — Elemental Knight
Vigilance When this creature enters, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token. When this creature dies, return target artifact or enchantment card from your graveyard to your hand.
Creature — Elemental Knight
Lifelink When this creature enters, you may sacrifice another creature. When you do, destroy target creature an opponent controls. When this creature dies, return target creature card with mana value 3 or less from your graveyard to the battlefield.
Creature — Elemental Knight
Reach When this creature enters, reveal the top five cards of your library. Put a land card from among them onto the battlefield and the rest into your graveyard. When this creature dies, you may exile it. If you do, put another target card from your graveyard on top of your library.
Land
{T}: Add {C}. {1}, {T}: Add one mana of any color. {4}, {T}, Sacrifice this land: Put two +1/+1 counters on target creature. Activate only as a sorcery.
Creature — Dragon
This spell costs {X} less to cast, where X is the greatest number of artifacts an opponent controls. Flying, trample, haste Whenever this creature deals combat damage to a player, you create a Treasure token for each artifact that player controls.
Land
As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Creature — Nightmare
Mutate {3}{B} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature mutates, each opponent discards a card.
Land
{T}: Add {C}. {T}: Add {W} or {B}. This land deals 1 damage to you.
Legendary Creature — Human Warrior
Partner with Ukkima, Stalking Shadow (When this creature enters, target player may put Ukkima into their hand from their library, then shuffle.) Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature.
Legendary Creature — Human Wizard
Your maximum hand size is eleven. Whenever Cecily, Haunted Mage attacks, you draw a card and you lose 1 life. Then if you have eleven or more cards in your hand, you may cast an instant or sorcery spell from your hand without paying its mana cost. Partner—Friends forever (You can have two commanders if both have this ability.)
Sorcery
Search your library for up to X basic land cards, where X is the number of different powers among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
Enchantment Creature — Archon
Bestow {5}{W}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Flying, first strike Enchanted creature gets +4/+4 and has flying and first strike.
Creature — Spirit
Flash Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Flying Other white creatures get +1/+1.