Inventory last scanned: 4/30/2026, 6:43:33 PM
Artifact Creature — Robot
Flying When this creature enters, return target artifact or creature card from your graveyard to your hand. Void — At the beginning of your end step, if a nonland permanent left the battlefield this turn or a spell was warped this turn, put a +1/+1 counter on this creature.
Legendary Creature — Human Knight
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn. Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Enchantment
When this enchantment enters, each opponent loses 1 life, you gain 1 life, and you draw a card. Whenever you commit a crime, you may return this enchantment to its owner's hand. (It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Sorcery
Choose one — • Into the Fire deals 2 damage to each creature, planeswalker, and battle. • Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Instant
This spell costs {3} less to cast if an opponent has seven or more cards in their graveyard. Draw four cards.
Creature — Human Druid
{T}: Add one mana of any color. {2}: Exile target card from a graveyard. You may cast Dinosaur creature spells from among cards you own exiled with this creature. If you cast a spell this way, that creature enters with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Creature — Human Scout
Trample When this creature enters, another target Human you control gets +2/+2 until end of turn.
Creature — Rabbit Soldier
Offspring {1} (You may pay an additional {1} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) When this creature enters, target creature you control gets +1/+1 until end of turn.
Creature — Human Scout
Reach {T}: Add {G}. {T}: Add two mana of any one color. Spend this mana only to cast Mount or Vehicle spells.
Creature — Insect Citizen
{3}: Put a +1/+1 counter on this creature. Activate only as a sorcery.
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. Create a 0/0 colorless Thopter artifact creature token with flying, then put a +1/+1 counter on it for each card put into your graveyard this way.
Creature — Spirit
Vigilance {T}, Sacrifice a Room: This creature deals 2 damage to each opponent. Draw a card.
Instant
Invasive Maneuvers deals 3 damage to target creature. It deals 5 damage instead if you control a Spacecraft.
Creature — Dwarf Artificer
At the beginning of your end step, if you haven't cast a spell from your hand this turn and this creature doesn't have a flying counter on it, put a flying counter on it.
Artifact — Equipment
Flash When this Equipment enters, you get {E}{E} (two energy counters). When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+0. Equip—Pay {E}{E}.
Creature — Eldrazi
At the beginning of combat on your turn, switch the power and toughness of each of any number of target creatures until end of turn.
Enchantment
This enchantment enters with four +1/+1 counters on it. Modified creatures you control have haste. (Equipment, Auras you control, and counters are modifications.) Remove a +1/+1 counter from this enchantment: Put a +1/+1 counter on target creature you control. Activate only as a sorcery and only once each turn.
Sorcery
Return target permanent card from your graveyard to the battlefield, then distribute four +1/+1 counters among any number of creatures and/or Vehicles target player controls.
Sorcery
Create two 4/5 green Spirit creature tokens. For each of them, put your choice of a vigilance counter, a reach counter, or a trample counter on it.
Sorcery
Gain control of target artifact or creature. Untap it.
Sorcery
Tap up to two target artifacts and/or creatures. Put two stun counters on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Sorcery
Exile target creature or enchantment.
Instant
Counter target spell. Ionize deals 2 damage to that spell's controller.
Creature — Wolverine
When this creature enters, exile the top card of your library. Until end of turn, you may play that card. Plot {2}{R} (You may pay {2}{R} 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 — Cat
When this creature enters, if you cast it, add {W}{U}{B}{R}{G}.
Token Creature — Lizard Assassin
Landfall — Whenever a land you control enters, this creature deals 1 damage to target opponent. (This token's mana cost is {B}.)
Legendary Creature — Human Mutant Shapeshifter
At the beginning of combat on your turn, Irma becomes a copy of up to one other target creature you control, except her name is Irma, Part-Time Mutant and she has this ability. Then put a +1/+1 counter on her.
Artifact Creature — Demon
Vigilance, reach, trample
Artifact Creature — Wurm
Prototype {2}{G}{G} — 2/5 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) Whenever this creature attacks, target attacking creature gets +X/+0 until end of turn, where X is this creature's power.
Creature — Giant Warrior
Reach Whenever you cast your second spell each turn, this creature deals 2 damage to target opponent. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Elf Warrior
Discard a card: This creature gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
Creature — Human Warrior
When this creature enters, you may return target Aura or Equipment card from your graveyard to your hand.
Creature — Cat Warrior
When this creature enters, put a +1/+1 counter on target creature.
Creature — Gremlin
Menace (This creature can't be blocked except by two or more creatures.) Whenever another creature you control with power 2 or less enters, you may discard a card. If you do, draw a card. Do this only once each turn.