Inventory last scanned: 5/3/2026, 7:34:27 PM
Legendary Creature — Spider Human Hero
Web-slinging {2}{W} (You may cast this spell for {2}{W} if you also return a tapped creature you control to its owner's hand.) At the beginning of your end step, if two or more creatures entered the battlefield under your control this turn, you draw a card and gain 2 life.
Enchantment
The "legend rule" doesn't apply to Spiders you control. Whenever you cast a spell from anywhere other than your hand, you may copy it. If you do, you may choose new targets for the copy. If the copy is a permanent spell, it gains haste. Do this only once each turn.
Legendary Creature — Spider Human Hero
Flying Venom Blast — Artifacts and creatures your opponents control enter tapped.
Creature — Spike
This creature enters with two +1/+1 counters on it. {2}, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature. Remove a +1/+1 counter from this creature: You gain 2 life.
Enchantment — Room // Enchantment — Room
Creature — Goblin Shaman
{1}{R}{R}: This creature deals damage equal to its power to any target.
Instant
Cast this spell only during combat. Untap target creature you don't control and gain control of it. It gains haste until end of turn. At the beginning of the next end step, sacrifice it. If you do, you gain life equal to its toughness.
Artifact
When this artifact enters, destroy target permanent. When this artifact is put into a graveyard from the battlefield, return it to its owner's hand.
Creature — Insect
When this creature enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle. Delirium — This creature gets +1/+2 and has vigilance as long as there are four or more card types among cards in your graveyard.
Creature — Armadillo
Reach Ward {3} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) {1}{G}, Discard this card: Search your library for a basic land card or a Desert card, reveal it, put it into your hand, then shuffle. You gain 3 life.
Creature — Human Knight
Trample When this creature enters, you gain 3 life. Plot {3}{G} (You may pay {3}{G} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Land
{T}: Add {C}. {T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
Creature — Treefolk Spirit
When this creature enters, it gains haste if it's summer. Put a +1/+1 counter on it if it's autumn. You gain 5 life if it's winter. If it's spring, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Enchantment
At the beginning of your end step, choose target permanent card in your graveyard. You may sacrifice a permanent that shares a card type with the chosen card. If you do, return the chosen card from your graveyard to the battlefield and it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else."
Enchantment
Creatures and lands you control have shroud. (They can't be the targets of spells or abilities.) When a creature you control attacks, sacrifice this enchantment.
Creature — Human Warlock
When this creature enters, create a Cursed Role token attached to target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature is 1/1.)
Creature — Sliver
Sliver creatures you control have "Whenever this creature is dealt damage, it deals that much damage to target player or planeswalker."
Creature — Lizard
Landfall — Whenever a land you control enters, this creature deals 1 damage to each opponent.
Token Creature — Frog Wizard
When this creature enters, tap up to one target creature and put a stun counter on it. (This token's mana cost is {3}{U}.)
Creature — Phyrexian Goblin
When this creature dies, target creature an opponent controls gets -1/-1 until end of turn.
Creature — Human Warrior
First strike 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 — Aura
Enchant creature Enchanted creature has "{T}: Create a token that's a copy of this creature, except it has haste. Exile that token at the beginning of the next end step."
Sorcery
Sneak {1}{B} (You may cast this spell for {1}{B} if you also return an unblocked attacker you control to hand during the declare blockers step.) Search your library for a card, put that card into your hand, then shuffle.
Legendary Creature — Mutant Ninja Rat
If a triggered ability of a Ninja creature you control triggers, that ability triggers an additional time. {1}{U}: Target Ninja can't be blocked this turn.
Creature — Elemental
Trample Splinterfright's power and toughness are each equal to the number of creature cards in your graveyard. At the beginning of your upkeep, mill two cards. (Put the top two cards of your library into your graveyard.)
Artifact Creature — Toy
When this creature enters, draw a card. Then discard a card unless you control another creature with power 2 or less.
Enchantment — Aura
Flash Enchant creature Enchanted creature gets -X/-0, where X is the number of cards in your graveyard.
Creature — Fungus
When this creature dies, draw a card.
Creature — Fungus
Landfall — Whenever a land you control enters, create a 1/1 green Saproling creature token.
Enchantment — Aura
Enchant creature When this Aura enters, target player sacrifices a creature of their choice other than enchanted creature. When enchanted creature is dealt damage, destroy it.
Artifact Creature — Thopter
Prototype {3}{U} — 2/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) Flying When this creature enters, scry X, where X is its power.
Creature — Frog Beast
Whenever this creature attacks, target creature defending player controls gets -3/-0 until end of turn.
Artifact
{T}, Tap an untapped creature you control: Add one mana of any color.
Creature — Plant Hydra
Defender (This creature can't attack.) Whenever this creature is dealt damage, you may create a token that's a copy of this creature.
Sorcery
Choose exactly two creatures you control. You draw X cards and the chosen creatures get +X/+X and gain trample until end of turn, where X is the difference between the chosen creatures' powers.
Creature — Siren Pirate
Flying When this creature enters, create a Map token. (It's an artifact with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Land
This land enters tapped unless you control a Swamp. {T}: Add {B}. {B}, {T}: Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Creature — Kor Warrior
When this creature enters, create a 1/1 white Kor Warrior creature token for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) At the beginning of combat on your turn, if you have a full party, creatures you control get +1/+0 and gain indestructible until end of turn.
Creature — Human Scout
{2}{W}: Look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Creature — Human Knight Mercenary
Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn. Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Creature — Elemental
Double strike Vivid — Squawkroaster's power is equal to the number of colors among permanents you control.
Legendary Creature — Goblin
At the beginning of your upkeep, you may return this card from your graveyard to your hand.
Artifact — Equipment
Flash When this Equipment enters, attach it to target creature you control. That creature gains first strike until end of turn. Equipped creature gets +1/+0. Equip {3}