Inventory last scanned: 4/29/2026, 6:43:50 PM
Enchantment — Aura
Enchant creature Sacrifice a Forest: Regenerate enchanted creature. When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Creature — Dog Soldier
When this creature enters, it endures 1. (Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
Legendary Creature — Beast Mount
When Fortune enters, scry 2. Whenever Fortune attacks while saddled, at end of combat, exile it and up to one creature that saddled it this turn, then return those cards to the battlefield under their owner's control. Saddle 1
Creature — Cat
Disguise {1}{W} (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.) When this creature is turned face up, return another target permanent you control to its owner's hand and put a +1/+1 counter on this creature.
Land
This land enters tapped. {T}: Add {W} or {B}. {2}{W}{B}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Artifact — Clue
You may look at face-down creatures your opponents control any time. {2}, Sacrifice this artifact: Surveil 2, then draw a card. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You may cast an instant or sorcery spell with mana value 1 or 2 from your hand without paying its mana cost. II — Target player mills four cards. III — Exile target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
Artifact Creature — Construct
Artifact spells you cast cost {1} less to cast.
Land
{T}: Add {C}. {2}, {T}, Sacrifice a token: Draw a card. {3}, {T}, Pay 1 life: Create a 1/1 blue Fish creature token. {4}, {T}: Create a Treasure token.
Artifact
When this artifact enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top. {1}, Sacrifice this artifact: Draw a card.
Instant
Destroy target creature with flying. Reinforce 2—{2}{G} ({2}{G}, Discard this card: Put two +1/+1 counters on target creature.)
Instant
Create a 0/0 green and blue Fractal creature token and put X +1/+1 counters on it, where X is the number of cards you've drawn this turn.
Creature — Fractal Elk
Trample When this creature enters, tap target creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Creature — Elf Wizard
Ward {2} Increment (Whenever you cast a spell, if the amount of mana you spent is greater than this creature's power or toughness, put a +1/+1 counter on this creature.) At the beginning of each end step, if you put a counter on this creature this turn, create a 0/0 green and blue Fractal creature token and put three +1/+1 counters on it.
Instant
Destroy target artifact, enchantment, or planeswalker.
Sorcery
Each opponent mills fourteen cards. Cycling {1}{U} ({1}{U}, Discard this card: Draw a card.) When you cycle this card, each opponent mills four cards.
Legendary Creature — Elephant Rogue
At the beginning of your upkeep, you may ask target player a yes-or-no question. If you do, that player answers the question truthfully and abides by that answer if able until end of turn.
Creature — Goat
Haste When this creature enters, suspect it. (It has menace and can't block.) Whenever one or more other creatures you control enter, if this creature is suspected, you may suspect one of the other creatures. If you do, this creature is no longer suspected.
Instant
Draw two cards, then discard two cards. Untap up to three lands.
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +2/+2 and has trample.
Artifact
When this artifact enters, put a rope counter on target creature you control. At the beginning of each player's upkeep, that player may pay {2}. If they do, they put a rope counter on a creature they control. Otherwise, exile this artifact and each creature without a rope counter on it, then remove all rope counters from all creatures.
Enchantment — Aura Curse
Enchant player At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.
Creature — Bird
{1}{G}: Roll two six-sided dice. If both results are the same, this creature gets +X/+X until end of turn, where X is that result. If the total of those results is equal to any other total you have rolled this turn for this ability, sacrifice it. (For example, if you roll two 3s, it gets +3/+3. If you roll a 4 and a 2 for this ability later that turn, sacrifice it.)
Creature — Cat Dragon
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Flying {1}{R}: This creature gets +2/+0 until end of turn.
Creature — Centaur Mercenary
This creature enters with two +1/+1 counters on it if it wasn't cast or no mana was spent to cast it. 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.)
Creature — Bird
Flying, protection from red
Creature — Goblin Berserker
Whenever this creature attacks, you may pay {R}. If you do, target creature can't block this turn.
Instant
Create a 3/3 green Beast creature token for each creature put into your graveyard from the battlefield this turn.
Enchantment — Aura
Flash Enchant creature Enchanted creature gets -5/-0 and loses all abilities.
Legendary Creature — Rat Knight
Jump — During your turn, Freya Crescent has flying. {T}: Add {R}. Spend this mana only to cast an Equipment spell or activate an equip ability.
Creature — Spirit
Flying When this creature enters, target creature gets +2/+4 until end of turn.
Enchantment — Aura
Enchant land When this Aura enters, create three 1/1 green and white Human Citizen creature tokens. Enchanted land has "{1}, {T}: Target creature gets +1/+1 until end of turn for each creature you control. Activate only as a sorcery."
Instant
Target creature you control and up to one other target legendary creature you control each deal damage equal to their power to target creature you don't control.
Artifact Creature — Bear Toy
When this creature dies, each player draws a card.
Creature — Salamander Wurm
Descend 4 — This creature gets +2/+0 as long as there are four or more permanent cards in your graveyard.
Creature — Lizard Archer
Menace, reach This creature enters with a +1/+1 counter on it if an opponent lost life this turn.
Legendary Creature — Halfling Scout
Whenever Frodo Baggins or another legendary creature you control enters, the Ring tempts you. As long as Frodo Baggins is your Ring-bearer, it must be blocked if able.
Legendary Creature — Halfling Scout
Partner with Sam, Loyal Attendant Vigilance Whenever Frodo attacks, if you gained 3 or more life this turn, the Ring tempts you. Then if Frodo is your Ring-bearer and the Ring has tempted you two or more times this game, draw a card.
Legendary Creature — Halfling Citizen
{W/B}{W/B}: If Frodo is a Citizen, it becomes a Halfling Scout with base power and toughness 2/3 and lifelink. {B}{B}{B}: If Frodo is a Scout, it becomes a Halfling Rogue with "Whenever this creature deals combat damage to a player, that player loses the game if the Ring has tempted you four or more times this game. Otherwise, the Ring tempts you."
Creature — Frog Spirit
Deathtouch {T}: Add one mana of any color. {2}: This creature gains reach until end of turn.
Creature — Frog Rogue
When Frogkin Kidnapper enters, target opponent reveals their hand. Choose a nonland card from it. Ransom that card. (Exile it. Its owner may pay {3} at any time to return it to their hand.)
Artifact Creature — Frog Myr
Prototype {3}{R} — 2/2 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.)
Sorcery
Destroy all nonbasic lands. For each land destroyed this way, its controller may search their library for a basic land card and put it onto the battlefield. Then each player who searched their library this way shuffles.
Creature — Cat Beast
Vigilance Creatures you control with vigilance have "{1}, {T}: Tap target creature."
Land
This land enters tapped. {T}: Add {G}, {U}, or {R}.
Creature — Human Scout
When this creature enters, look at the top five cards of your library. You may reveal a Mount creature card or a Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Enchantment
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of each of your main phases, add {G}{G}. • Dragons — Whenever a creature you control with flying enters, you may have it fight target creature you don't control.
Creature — Zombie Minotaur Warrior
Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.) {1}{R}: This creature gets +1/+0 until end of turn.
Creature — Human Cleric
Battalion — Whenever this creature and at least two other creatures attack, creatures you control gain indestructible until end of turn. Sacrifice this creature: Counter target spell with {X} in its mana cost unless its controller pays {3}.