Inventory last scanned: 5/3/2026, 7:34:27 PM
Sorcery
Council's dilemma — Starting with you, each player votes for wild or free. Reveal cards from the top of your library until you reveal a creature card for each wild vote. Put those creature cards onto the battlefield, then shuffle the rest into your library. You may put a permanent card from your hand onto the battlefield for each free vote.
Legendary Creature — Elf Scout
Vigilance Whenever you cast a creature spell, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." {T}: Choose a color. Add one mana of that color for each different power among creatures you control.
Instant
Exile any number of target creatures and/or planeswalkers you control. At the beginning of the next end step, return each of them to the battlefield under its owner's control. Each of them enters with an additional +1/+1 counter on it if it's a creature and an additional loyalty counter on it if it's a planeswalker.
Sorcery
Each opponent discards a card. You create a 1/1 black and green Pest creature token with "Whenever this token attacks, you gain 1 life."
Creature — Vampire
Flying Whenever one or more other creatures die, put a +1/+1 counter on this creature. This ability triggers only once each turn.
Legendary Creature — Vampire Noble
Flying Whenever another creature dies, put two +1/+1 counters on Sengir. Whenever another player loses the game, you gain life equal to that player's life total as the turn began. Partner (You can have two commanders if both have partner.)
Creature — Elf Knight
When this creature enters, choose one or more — • Return target card you own in exile that has an Adventure to your hand. • Put target card you don't own in exile that has an Adventure on the bottom of its owner's library. • Exile target player's graveyard.
Creature — Merfolk Warrior Scout
Vigilance Whenever this creature enters or attacks, create a Map token. (It's an artifact with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Artifact Creature — Robot
Flash This spell costs {1} less to cast for each creature attacking you. When this creature enters, you get {E} for each creature attacking you. At the beginning of combat on your turn, you may pay {E}{E}{E}. If you do, put a +1/+1 counter on each creature you control.
Legendary Creature — Bird Scout
Flying, vigilance {T}, Exile Senu: You gain 2 life and scry 2. When a legendary creature you control attacks and isn't blocked, if this card is exiled, put it onto the battlefield attacking.
Instant
Destroy target creature. You gain 2 life.
Creature — Human Wizard Sorcerer
{T}: Target creature other than this creature has base power and toughness 0/2 until end of turn.
Creature — Angel
Flying Vigilance (Attacking doesn't cause this creature to tap.)
Creature — Angel Soldier
Flying Whenever another creature you control with power 2 or less enters, put two +1/+1 counters on that creature.
Creature — Phyrexian Sphinx
Flying Whenever you cast a noncreature spell, put an oil counter on this creature. {U}, Remove an oil counter from this creature: Draw a card, then scry 2.
Creature — Vedalken Wizard
When this creature enters, draw a card, then scry 2.
Sorcery
Draw a card. Scry 2.
Creature — Elf Druid
When this creature enters, you get {E}{E} (two energy counters). {T}, Pay {E}: Add one mana of any color.
Creature — Human Warlock
Deathtouch Whenever this creature deals combat damage to a player, if you've committed a crime this turn, you may sacrifice this creature. If you do, search your library for a card, put it into your hand, then shuffle. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Creature — Human Warrior
Constellation — Whenever an enchantment you control enters, put a +1/+1 counter on this creature and draw a card.
Legendary Creature — Minotaur Warrior
Whenever Sethron or another nontoken Minotaur you control enters, create a 2/3 red Minotaur creature token. {2}{B/R}: Minotaurs you control get +1/+0 and gain menace and haste until end of turn. ({B/R} can be paid with either {B} or {R}.)
Creature — Human Artificer
When this creature enters, if you control an Equipment, draw a card.
Sorcery
Exile target creature and all other creatures with the same name as that creature. Flashback {5}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Djinn Cleric
Deathtouch When this creature enters, target opponent reveals their hand. You may choose a nonland card from it. If you do, exile that card. When this creature leaves the battlefield, the exiled card's owner creates an X/X white Spirit creature token, where X is the mana value of the exiled card.
Sorcery
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy. Flashback {4}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Artifact
Flash When this artifact enters or leaves the battlefield, you may tap or untap target creature. {3}{U}, Sacrifice this artifact: Draw two cards.
Legendary Creature — Spirit Avatar
At the beginning of your upkeep, you may pay 1 life. If you do, draw a card and put a +1/+1 counter on Seymour Flux.
Creature — Human Soldier
Whenever you cast your second spell each turn, choose target creature an opponent controls. If it's tapped, put a stun counter on it. Otherwise, tap it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Creature — Spirit
Flying This creature can block only creatures with flying. Tap two untapped Spirits you control: Tap target creature you don't control.
Sorcery
Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and "Whenever this creature deals damage, destroy target Equipment attached to it."
Instant
Domain — Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put up to two of them into your hand and the rest into your graveyard. You lose 2 life.
Sorcery
Create two tapped 1/1 white Spirit creature tokens with flying.
Creature — Ouphe
Whenever this creature attacks, blight 1. (Put a -1/-1 counter on a creature you control.) Whenever a creature you control with one or more counters on it dies, exile that many cards from the top of your library. Until your next end step, you may play those cards.
Enchantment
Unreliable Visions — At the beginning of your first main phase, discard a card. If you do, draw a card. Undying Vengeance — Whenever you play a land or cast a spell from anywhere other than your hand, this enchantment deals 1 damage to each opponent.
Enchantment — Aura
Enchant player At the beginning of each of enchanted player's postcombat main phases, there is an additional beginning phase after this phase. (The end step happens after the added untap, upkeep, and draw steps.)
Legendary Creature — Human Assassin
Deathtouch Throw — Whenever Shadow deals combat damage to a player, you may sacrifice another nonland permanent. If you do, draw two cards and each opponent loses life equal to the mana value of the sacrificed permanent.
Creature — Human Cleric
Other Clerics you control get +1/+1. {3}{B}{B}, {T}, Sacrifice another Cleric: Search your library for a black creature card, put it onto the battlefield, then shuffle.
Creature — Human Cleric
A deck can have any number of cards named Shadowborn Apostle. {B}, Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card, put it onto the battlefield, then shuffle.
Legendary Creature — Horse
Horses you control have haste. (They can attack and {T} as soon as they come under your control.) Whenever Shadowfax attacks, you may put a creature card with lesser power from your hand onto the battlefield tapped and attacking.
Creature — Human Wizard
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever this creature deals combat damage to a player, you may draw a card.
Sorcery
Exile all creatures and planeswalkers with mana value 3 or less from the battlefield and all creature and planeswalker cards with mana value 3 or less from all graveyards.
Legendary Creature — Elder Dragon
Flying, double strike At the beginning of combat on your turn, you may choose two. Each mode must target a different player. • Target player creates a 2/1 white and black Inkling creature token with flying. • Target player draws a card and loses 1 life. • Target player puts a +1/+1 counter on each creature they control.
Creature — Ogre Rogue
When this creature dies, it deals 2 damage to any target. Disguise {2}{B/R}{B/R} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
Legendary Creature — Orc Soldier
Whenever Shagrat attacks, attach up to one target Equipment to it. Then amass Orcs X, where X is the number of Equipment attached to Shagrat. (Control of the Equipment doesn't change. To amass Orcs X, put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Creature — Ogre Warrior
Menace Whenever this creature attacks, defending player may have you draw a card. If they do, untap this creature and remove it from combat.