Inventory last scanned: 4/29/2026, 6:43:50 PM
Legendary Creature — Dragon
Flying Whenever Drakuseth attacks, it deals 4 damage to any target and 3 damage to each of up to two other targets.
Legendary Creature — Zombie Wizard
If damage would be dealt to Dralnu, sacrifice that many permanents instead. {T}: Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. {U}{U}: Shuffle enchanted creature into its owner's library.
Enchantment
Creature tokens you control get +1/+1. Whenever one or more nontoken creatures you control die, create a 2/1 white and black Inkling creature token with flying. This ability triggers only once each turn.
Instant
Untap all nonland permanents you control.
Artifact Creature — Construct
When this creature enters, for each kind of counter on target permanent, put another counter of that kind on it or remove one from it.
Legendary Creature — Vampire Ally
Flying, first strike Whenever Drana deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in a random order.
Creature — Eldrazi
Devoid (This card has no color.) {3}{C}, Exile a creature card from your graveyard: Target opponent loses life equal to the exiled card's power. ({C} represents colorless mana.)
Sorcery
Return target creature card from your graveyard to the battlefield. Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Each player mills X cards. For each creature card put into a graveyard this way, you create a tapped 2/2 black Zombie creature token. (To mill a card, a player puts the top card of their library into their graveyard.)
Creature — Demon
Flying At the beginning of your end step, sacrifice a non-Demon creature. If you do, create a token that's a copy of this creature.
Instant
Target creature has base power and toughness 5/5 until end of turn. The Ring tempts you.
Creature — Zombie Wizard
Trample Whenever this creature attacks, you may cast target instant or sorcery card with mana value less than or equal to this creature's power from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Enchantment
At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.
Instant
Until end of turn, target attacking creature gets +2/+2 and gains trample and "Whenever this creature deals combat damage to a player, destroy target artifact that player controls."
Artifact — Vehicle
Menace {1}, Sacrifice another artifact or creature: Put a +1/+1 counter on this Vehicle. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Land
{T}: Add {C}. {1}, {T}: Put a storage counter on this land. {1}, Remove X storage counters from this land: Add X mana in any combination of {U} and/or {B}.
Creature — Nightmare Bird
Flying Whenever this creature enters or attacks, draw a card, then discard a card. Threshold — This creature gets +1/+1 and has deathtouch as long as there are seven or more cards in your graveyard.
Creature — Beaver Nightmare
Flying When this creature enters, each opponent loses 1 life and you gain 1 life. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Nightmare Sphinx
Flash Flying When this creature enters, surveil 4. When you do, you may return target nonland permanent an opponent controls to its owner's hand. (To surveil 4, look at the top four cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Instant
Counter target spell. Its controller draws a card. Draw a card.
Sorcery
Each opponent exiles cards from the top of their library until they have exiled cards with total mana value 5 or greater this way. Until end of turn, you may cast cards exiled this way without paying their mana costs.
Creature — Dragon
Flying Whenever this creature deals combat damage to a player, exile that many cards from the top of your library. Until end of turn, you may cast spells from among those exiled cards.
Creature — Faerie Rogue
Flying When this creature enters, you may blight 1. If you do, each opponent discards a card. (To blight 1, put a -1/-1 counter on a creature you control.)
Creature — Faerie Rogue
Flying When this creature enters, draw a card if you've cast another blue spell this turn.
Creature — Frog Wizard
Reach When this creature enters, tap up to one target creature and put three stun counters on it. If you control that creature, draw two cards.
Creature — Vampire
Lifelink {1}{B}: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on this creature, it gains menace until end of turn.
Land
This land enters tapped unless you control two or more other lands. {T}: Add {G} or {U}.
Instant
Surveil 1, then draw a card. (To surveil 1, look at the top card of your library. You may put it into your graveyard.) Flashback {3}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Enchantment Creature — Minotaur Shaman
At the beginning of your end step, you may pay {2}{R} and sacrifice a nonland permanent. If you do, reveal cards from the top of your library until you reveal a nonland permanent card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Artifact
{T}: Add {C}{C}{C}. {3}, {T}, Sacrifice this artifact: Draw three cards.
Creature — Whale
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Artifact — Equipment
Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.) Whenever a creature enters from your graveyard, you may attach this Equipment to it. Equip {1}{B} ({1}{B}: Attach to target creature you control. Equip only as a sorcery.)
Enchantment
Flash When this enchantment enters, draw a card. Creatures lose all abilities. At the beginning of the end step, sacrifice this enchantment.
Creature — Spirit
Defender (This creature can't attack.) Flying Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Creature — Elemental Coyote
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield. If that creature had power 2 or less, put a +1/+1 counter on this creature.
Instant
Choose one — • Put five charge counters on target Spacecraft or Planet you control. • Destroy target artifact.
Artifact Creature — Mole
{2}, {T}: Put a +1/+1 counter on this creature and a +1/+1 counter on up to one target commander creature you control.
Creature — Vampire
When this creature dies, return target creature card with mana value 2 or less from your graveyard to the battlefield.
Creature — Drix Wizard
When this creature enters, put a +1/+1 counter on target creature. Each creature you control with a +1/+1 counter on it has trample. Warp {1}{G} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature — Spirit
Flying Double strike (This creature deals both first-strike and regular combat damage.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, draw a card.
Creature — Spirit Soldier
Flash When this creature enters, other creatures you control get +0/+1 until end of turn.
Legendary Creature — Dragon
Flying Whenever Dromar deals combat damage to a player, you may pay {2}{U}. If you do, choose a color, then return all creatures of that color to their owners' hands.
Instant
Choose two — • Prevent all damage target instant or sorcery spell would deal this turn. • Target player sacrifices an enchantment of their choice. • Put a +1/+1 counter on target creature. • Target creature you control fights target creature you don't control.
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Whenever equipped creature attacks, each opponent loses 1 life. Equip {2}
Creature — Bear Mount
Whenever this creature attacks while saddled, creatures you control gain trample until end of turn. Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Target player draws X cards. • Target player mills twice X cards.
Sorcery
Target creature gets -4/-4 until end of turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Land
This land enters tapped unless you control an Island or a Swamp. {T}: Add {U} or {B}.