2710 Old Lebanon Rd #28, Nashville, TN, 37214
Cards Tracked
8371
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8362
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Inventory last scanned: 6/14/2026, 6:07:30 PM
Creature — Human Noble
Creatures your opponents control enter tapped.
Enchantment
Whenever a nontoken creature you control deals combat damage to a player, create a token that's a copy of it, except it isn't legendary.
Enchantment
Whenever a nontoken creature you control deals combat damage to a player, create a token that's a copy of it, except it isn't legendary.
Enchantment — Aura
Enchant creature, land, or planeswalker Enchanted permanent is a colorless land with "{T}: Add {C}" and loses all other card types and abilities.
Enchantment — Aura
Enchant creature, land, or planeswalker Enchanted permanent is a colorless land with "{T}: Add {C}" and loses all other card types and abilities.
Enchantment
Whenever you draw your second card each turn, create a 1/1 blue Faerie creature token with flying. {4}{U}{R}: Draw a card, then discard a card.
Sorcery — Lesson
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs. Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Artifact — Equipment
Equipped creature gets +1/+0 for each artifact you control. {4}{R}: Create a token that's a copy of this Equipment. Equip {R}
Instant
Change the target of target spell with a single target. You lose life equal to that spell's mana value.
Instant
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Enchantment
Whenever a creature attacks, flip a coin. If you win the flip, the next time that creature would deal combat damage this turn, it deals double that damage instead. If you lose the flip, the next time that creature would deal combat damage this turn, prevent that damage.
Creature — Elemental Incarnation
When this creature enters, you may cast target instant or sorcery card from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead. Encore {7}{R}{R} ({7}{R}{R}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Legendary Creature — Demon
Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) When Imskir enters, you draw X cards and you lose X life, where X is half the number of artifacts you control, rounded down. {3}{R}, Sacrifice an artifact: Imskir deals damage equal to the sacrificed artifact's mana value to any target.
Legendary Creature — Human Wizard
Eminence — Whenever another nontoken Wizard you control enters, if Inalla is in the command zone or on the battlefield, you may pay {1}. If you do, create a token that's a copy of that Wizard. The token gains haste. Exile it at the beginning of the next end step. Tap five untapped Wizards you control: Target player loses 7 life.
Legendary Creature — Spirit
When Iname as One enters, if you cast it from your hand, you may search your library for a Spirit permanent card, put it onto the battlefield, then shuffle. When Iname as One dies, you may exile it. If you do, return target Spirit permanent card from your graveyard to the battlefield.
Legendary Creature — Spirit
When Iname dies, you may exile it. If you do, return any number of target Spirit cards from your graveyard to your hand.
Sorcery
Incandescent Aria deals 3 damage to each nontoken creature.
Sorcery
Incandescent Aria deals 3 damage to each nontoken creature.
Creature — Elemental Shaman
Other Elemental creatures you control get +1/+1. {1}{R}, {T}: You may put an Elemental creature card from your hand onto the battlefield. That creature gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Sorcery
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.) Mill five cards, then return a creature card from your graveyard to the battlefield.
Sorcery
Incendiary Flow deals 3 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.
Instant
Incinerate deals 3 damage to any target. A creature dealt damage this way can't be regenerated this turn.
Creature — Dragon
Flying, trample Whenever this creature deals combat damage to a player, you may collect evidence X. When you do, this creature deals X damage to each creature and planeswalker that player controls. (To collect evidence X, exile cards with total mana value X or greater from your graveyard.)
Creature — Dragon
Flying, trample Whenever this creature deals combat damage to a player, you may collect evidence X. When you do, this creature deals X damage to each creature and planeswalker that player controls. (To collect evidence X, exile cards with total mana value X or greater from your graveyard.)
Sorcery
Target player mills X cards. If this spell was cast from a graveyard, that player mills twice that many cards instead. Flashback {X}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Create five 1/1 white Human creature tokens. If this spell was cast from a graveyard, create ten of those tokens instead. Flashback {7}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Put five +1/+1 counters on target creature. If this spell was cast from a graveyard, put ten +1/+1 counters on that creature instead. Flashback {5}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Copy target instant or sorcery spell you control. If this spell was cast from a graveyard, copy that spell twice instead. You may choose new targets for the copies. Flashback {3}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Choose two target creatures controlled by the same player. That player sacrifices one of them of their choice.
Land — Plains Swamp Forest
({T}: Add {W}, {B}, or {G}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)
Instant
Prevent all damage that would be dealt to target creature this turn.
Sorcery
Look at the top five cards of your library, then put them back in any order.
Legendary Creature — Dinosaur Mutant
As Indominus Rex enters, discard any number of creature cards. It enters with a flying counter on it if a card discarded this way has flying. The same is true for first strike, double strike, deathtouch, hexproof, haste, indestructible, lifelink, menace, reach, trample, and vigilance. When Indominus Rex enters, draw a card for each counter on it.
Legendary Creature — Dinosaur Mutant
Bloodthirst X (This creature enters with X +1/+1 counters on it, where X is the damage dealt to your opponents this turn.) Menace Enrage — Whenever Indoraptor is dealt damage, choose an opponent at random. Indoraptor deals damage equal to its power to that player unless they sacrifice a nontoken creature of their choice.
Creature — Vampire Noble
Lifelink {2}, Sacrifice a creature: Put a +1/+1 counter on each Vampire you control.
Creature — Demon
Flying At the beginning of your upkeep, draw a card unless target opponent sacrifices a creature of their choice or pays 3 life.
Sorcery
Suspend 3—{1}{U}{U} (Rather than cast this card from your hand, pay {1}{U}{U} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles.
Enchantment
At the beginning of each player's upkeep, that player mills a card. Then they create X 1/1 black Minion creature tokens, where X is the milled card's mana value.
Creature — Elemental
Trample This creature enters with X +1/+1 counters on it, where X is the total mana value of instant and sorcery cards in your graveyard.
Creature — Giant
{R}: This creature gets +1/+0 until end of turn. Whenever this creature enters or attacks, it deals 3 damage divided as you choose among one, two, or three targets.
Sorcery
All creatures get -2/-2 until end of turn.
Creature — Wall
Defender (This creature can't attack.) Protection from artifacts Whenever an opponent casts an artifact spell, you may create a 1/1 green Insect creature token.
Artifact — Equipment
Whenever equipped creature becomes blocked by a creature, you may draw two cards. Equip {1}
Creature — Kor Rogue
Shadow (This creature can block or be blocked by only creatures with shadow.) Suspend 2—{1}{U} (Rather than cast this card from your hand, you may pay {1}{U} and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Legendary Artifact — Spacecraft
When Infinite Guideline Station enters, create a tapped 2/2 colorless Robot artifact creature token for each multicolored permanent you control. Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 12+.) 12+ | Flying Whenever Infinite Guideline Station attacks, draw a card for each multicolored permanent you control.
Sorcery
Choose a creature card name. Search target opponent's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles.
Enchantment — Aura
Enchant creature When this Aura enters attached to a creature, each other nontoken creature you control becomes a copy of that creature. Nontoken creatures you control enter as a copy of enchanted creature.
Instant
Target creature gets +3/+2 until end of turn.
Instant
Untap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep.
Creature — Merfolk Soldier
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) When this creature enters, look at the top four cards of your library, then put them back in any order.
Sorcery — Lesson
Create a 2/1 white and black Inkling creature token with flying.
Land
{T}: Add {C}. {1}: This land becomes a 1/1 Phyrexian Blinkmoth artifact creature with flying and infect until end of turn. It's still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Land
{T}: Add {C}. {1}: This land becomes a 1/1 Phyrexian Blinkmoth artifact creature with flying and infect until end of turn. It's still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Legendary Creature — Djinn
Flying {2}{W/U}: Attacking creatures with flying get +1/+1 until end of turn. ({W/U} can be paid with either {W} or {U}.) Whenever three or more creatures you control with flying attack, each player gains control of a nonland permanent of your choice controlled by the player to their right.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. {G}: Level 2 Permanents you control with counters on them have ward {1}. {3}{G}: Level 3 If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Sorcery
Target player reveals their hand. Inquisition deals damage to that player equal to the number of white cards in their hand.
Sorcery
Target player reveals their hand. You choose a nonland card from it with mana value 3 or less. That player discards that card.