Inventory last scanned: 4/29/2026, 6:43:50 PM
Enchantment
Play with your hand revealed. If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card. Whenever a creature is put into your graveyard from the battlefield, return it to your hand.
Enchantment Creature — Elk Glimmer
Vigilance Creatures you control have "{T}: Add one mana of any color." When Enduring Vitality dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Artifact
At the beginning of your upkeep, choose one — • Put a +1/+1 counter on target artifact creature. • Put a charge counter on target noncreature artifact.
Creature — Wurm
Whenever this creature blocks or becomes blocked by a creature, destroy that creature. You gain life equal to that creature's toughness.
Creature — Drake
Flying Enigma Drake's power is equal to the number of instant and sorcery cards in your graveyard.
Enchantment
At the beginning of your end step, you may sacrifice another enchantment. If you do, search your library for a creature card with mana value equal to 1 plus the sacrificed enchantment's mana value, put that card onto the battlefield, then shuffle.
Legendary Creature — Human Cleric
When Ennis enters, exile up to one other target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. At the beginning of your end step, if one or more cards were put into exile this turn, put a +1/+1 counter on Ennis.
Artifact — Equipment
Equipped creature gets +4/+0. Whenever this Equipment becomes attached to a creature, tap that creature. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Elemental Sorcerer
Reach Whenever you cast a spell with mana value 4 or greater, this creature deals 2 damage to each opponent.
Creature — Treefolk
Trample When this creature enters, the Ring tempts you.
Enchantment — Aura
Enchant artifact Enchanted artifact is a creature with base power and toughness 5/5 in addition to its other types.
Sorcery
Put a +1/+1 counter on target creature you control if its power is 4 or greater. Then that creature gets +1/+1 until end of turn and fights target creature you don't control.
Artifact
{X}, {T}: Put a +1/+1 counter on target creature with power X. Activate only as a sorcery.
Sorcery
Players play a Magic subgame under the table, starting at 5 life and using their libraries as their decks. The winner searches their library for two cards, puts those cards into their hand, then shuffles.
Sorcery
Target creature can't be blocked this turn. Draw a card.
Artifact Creature — Goblin Artificer
Flying Artifact spells you cast cost {1} less to cast.
Artifact
During your turn, if this card is in your hand, you may hide it on the battlefield. {0}: Return this artifact to its owner's hand. Only your opponents may activate this ability and only if they see this artifact. {2}, Sacrifice this artifact: Destroy target attacking creature.
Instant
Target player sacrifices an attacking creature of their choice. You create X 1/1 white Soldier creature tokens, where X is that creature's toughness.
Sorcery
Return X target creature cards from your graveyard to the battlefield. Miracle {X}{B}{B} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Artifact — Spacecraft
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 8+.) 1+ | Whenever an opponent discards a card, they lose 3 life. 8+ | Flying, deathtouch Whenever this Spacecraft attacks, each opponent discards a card. Each opponent who can't loses 3 life.
Creature — Specter Spirit
Flying As this creature enters, choose an opponent. Entropic Specter's power and toughness are each equal to the number of cards in the chosen player's hand. Whenever this creature deals damage to a player, that player discards a card.
Creature — Cat Advisor
{4}{W}: Create a 1/1 colorless Gnome artifact creature token.
Sorcery
Target creature you control gets +1/+2 until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.)
Artifact Creature — Golem
{2}: Put target card from your graveyard on the bottom of your library.
Creature — Dog Monk
When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card. Flurry — Whenever you cast your second spell each turn, this creature gains double strike until end of turn.
Enchantment
Whenever an artifact or Artificer you control enters, you may pay {1}. If you do, you get {E}{E} (two energy counters). Pay six {E}, Sacrifice this enchantment: Draw three cards.
Legendary Enchantment Creature — God
Indestructible As long as your devotion to black is less than five, Erebos isn't a creature. Whenever another creature you control dies, you may pay 2 life. If you do, draw a card. {1}{B}, Sacrifice another creature: Target creature gets -2/-1 until end of turn.
Legendary Creature — Elf Noble
Whenever players finish voting, each opponent who voted for a choice you voted for creates a Treasure token. You scry X, where X is the number of opponents who voted for a choice you didn't vote for. Draw a card.
Sorcery
Destroy target tapped creature. You gain 2 life.
Legendary Creature — Human Warlock
Lifelink Whenever an Aura you control becomes attached to a nonland permanent an opponent controls with mana value less than or equal to that Aura's mana value, gain control of that permanent for as long as that Aura is attached to it.
Legendary Creature — Human Soldier
Whenever Erkenbrand or another Human you control enters, creatures you control get +1/+0 until end of turn.
Creature — Human Soldier
When this creature enters, draw a card. Then if you don't control a legendary creature, put a card from your hand on the bottom of your library.
Legendary Creature — Human Rogue
Flash Defender, haste {1}{U}, {T}: Copy target spell you control that wasn't cast. You may choose new targets for the copy.
Creature — Spirit
Flying, vigilance Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gets +1/+1 until end of turn.
Legendary Creature — Phyrexian Human Wizard
{U}, {T}, Sacrifice a creature or enchantment: Counter target spell.
Legendary Creature — Kor Advisor
When Ertha Jo enters, 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." Whenever you activate an ability that targets a creature or player, copy that ability. You may choose new targets for the copy.
Creature — Human Wizard
Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
Land
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. {T}, Sacrifice this land: Target creature with power 2 or less can't be blocked this turn.
Instant
Target creature gets +1/+3 and gains flying until end of turn. Untap it.
Sorcery
Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn. You may play an additional land this turn.
Legendary Creature — Human Warrior
Vigilance, trample, ward {1} At the beginning of combat on your turn, if you've cast both a creature spell and a noncreature spell this turn, draw a card and put two +1/+1 counters on Eshki Dragonclaw.