Inventory last scanned: 5/1/2026, 6:41:59 PM
Sorcery
Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. That creature gains haste until end of turn. (It can attack and {T} this turn.)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has lifelink.
Artifact Creature — Construct
This creature enters with X +1/+1 counters on it. {4}: Put a +1/+1 counter on this creature. When this creature dies, draw a card for each +1/+1 counter on it.
Creature — Spirit Detective
Whenever another creature you control with power 2 or less enters, this creature gains flying until end of turn.
Creature — Vampire
Flying, haste At the beginning of combat on your turn, up to two target creatures you control each get +1/+0 until end of turn.
Creature — Snake
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Creature — Orc Warrior
Deathtouch Whenever you attack, target creature gets +X/+X until end of turn, where X is the number of attacking creatures.
Enchantment
Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.) Creatures you control get +1/+1. When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.
Creature — Vampire Warlock
Flying {1}{B}, {T}: Rather than pay the mana cost of the next spell you cast this turn, you may pay life equal to that spell's mana value.
Sorcery
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.
Creature — Human Cleric
{1}, Reveal X white cards from your hand, Sacrifice this creature: You gain three times X life.
Sorcery — Lesson
Create a 2/1 white and black Inkling creature token with flying, a 3/2 red and white Spirit creature token, and a 4/4 blue and red Elemental creature token.
Creature — Elf Shaman
When this creature enters, draw a card. Whenever you cast a creature spell, you may pay {G}{G}. If you do, return this card from your graveyard to your hand.
Creature — Spider Cat Hero
Haste Discard a card, Sacrifice this creature: Draw a card.
Enchantment
All creatures have haste.
Sorcery
For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn.
Sorcery
Create four 1/1 colorless Soldier artifact creature tokens.
Legendary Creature — Human Assassin
Menace When Massacre Girl enters, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.
Legendary Enchantment — Background
Commander creatures you own have "This creature enters with an additional +1/+1 counter on it" and "Other creatures you control enter with an additional +1/+1 counter on them."
Creature — Zombie Wizard
When this creature enters, 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.) At the beginning of your upkeep, if this card is in your graveyard, you may pay 1 life. If you do, return it to your hand.
Creature — Merfolk Wizard
Protection from red Elemental creatures you control get +1/+1. When this creature enters, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)
Creature — Sphinx Wizard
Flying When this creature enters, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have this creature's base power and toughness become 4/1 or 1/4 until end of turn.
Creature — Human Shaman
At the beginning of your upkeep, create a 2/2 green Wolf creature token. {T}: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves.
Sorcery
Choose one — • Search your library for a card, put it into your hand, then shuffle. • Put a card you own from outside the game into your hand.
Sorcery — Lesson
Create a 1/1 white Ally creature token. Put a +1/+1 counter on it for each creature your opponents control.
Sorcery
Target player draws 2ˣ cards. (2⁰ = 1, 2¹ = 2, 2² = 4, 2³ = 8, 2⁴ = 16, 2⁵ = 32, and so on.)
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.) Equip {2}{W}{W}
Creature — Human Scout
When this creature dies, create two 1/1 white Spirit creature tokens with flying.
Creature — Spirit
Flying Whenever another Spirit you control enters, this creature gets +1/+1 until end of turn. Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays {X}, where X is this creature's power.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Until your next turn, each creature attacks each combat if able and attacks a player other than you if able. II — Add {R}{R}{R}. III — This Saga deals 5 damage to each opponent.
Creature — Devil
Whenever a player sacrifices a permanent, this creature deals 1 damage to any target.
Land
This land enters tapped. {T}: Add {C}. {3}, {T}, Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
Legendary Creature — Halfling Knight
Whenever an enchanted creature attacks one of your opponents, it gets +2/+0 and gains trample until end of turn. Whenever an Aura you control is put into your graveyard from the battlefield, exile it. Until the end of your next turn, you may cast that card.
Creature — Merfolk Scout
Whenever this creature attacks, you may tap another untapped Merfolk you control. When you do, return target creature card with mana value 3 or less from your graveyard to the battlefield.
Enchantment — Room // Enchantment — Room
Artifact Creature — Robot Pilot
Whenever this creature becomes tapped, draw a card, then discard a card.
Artifact Creature — Robot Soldier
Defender As long as an artifact entered the battlefield under your control this turn, this creature can attack as though it didn't have defender.
Artifact Creature — Human Robot Villain
When this creature enters, exile up to one target card from a graveyard. Target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Artifact Creature — Robot Jellyfish
When this creature enters, tap target artifact or creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Warp {2}{U} (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 — Human Detective
Haste Whenever you attack with three or more creatures, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Enchantment
{1}{R}: You may put a creature card with total power and toughness 5 or less from your hand onto the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice that creature.