Inventory last scanned: 4/30/2026, 6:44:36 PM
Creature — Brushwagg Mount
At the beginning of combat on your turn, put a +1/+1 counter on target creature. Whenever this creature attacks while saddled, double the number of +1/+1 counters on target creature. Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Artifact
This artifact enters with X charge counters on it. {5}, {T}: Create a 1/1 green Snake creature token for each charge counter on this artifact.
Creature — Phyrexian Cleric
Vigilance This creature gets +2/+0 as long as you control two or more artifacts.
Creature — Human Advisor
At the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. If a player does, creatures that player controls can't attack you or planeswalkers you control until your next turn.
Creature — Human Rogue
Deathtouch Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)
Creature — Human Assassin
Haunt (When this creature dies, exile it haunting target creature.) When this creature enters or the creature it haunts dies, destroy target creature that was dealt damage this turn.
Land — Gate
This land enters tapped. {T}: Add {W} or {B}.
Creature — Human Wizard
{2}{W}: Target player gains 1 life. {2}{B}: Each player loses 1 life.
Artifact
{T}: Add {W} or {B}. {W/B}{W/B}{W/B}{W/B}, {T}, Sacrifice this artifact: Draw two cards.
Creature — Human Cleric
Haunt (When this creature dies, exile it haunting target creature.) When this creature enters or the creature it haunts dies, choose one — • Creatures you control get +1/+1 until end of turn. • Creatures you don't control get -1/-1 until end of turn.
Artifact
{1}, {T}: Add {W}{B}.
Enchantment — Aura
Enchant basic land you control When this Aura enters, exile target creature or planeswalker an opponent controls until this Aura leaves the battlefield.
Legendary Creature — Human
{2}, {T}: Choose target creature card in your graveyard that was put there from the battlefield this turn. Return it to the battlefield tapped. Partner—Friends forever (You can have two commanders if both have this ability.)
Sorcery
Put target creature into its owner's library second from the top. Its controller gains 3 life.
Instant
This spell can't be countered. (This includes by the ward ability.) Tap up to two target creatures and put a stun counter on each of them. Investigate. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Instant
This spell costs {2} less to cast if it targets a green permanent. Return target nonland permanent an opponent controls to its owner's hand. Draw a card.
Creature — Human Mercenary
When this creature enters, search your library for a basic land card or a Desert card, reveal it, put it into your hand, then shuffle. This creature gets +1/+1 for each Desert you control.
Creature — Giant
Renown 6 (When this creature deals combat damage to a player, if it isn't renowned, put six +1/+1 counters on it and it becomes renowned.) This creature can't be blocked by more than one creature.
Creature — Human Rogue
Lifelink When this creature dies, draw a card.
Creature — Human Warlock
When this creature enters, create a 2/2 blue and black Zombie Rogue creature token, then put two +1/+1 counters on that token for each spell you've cast this turn other than the first. Plot {4}{U} (You may pay {4}{U} 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.)
Instant
Creatures you control get +2/+0 until end of turn. If you control an outlaw, exile the top card of your library. Until the end of your next turn, you may play that card. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Sorcery
Choose one — • Destroy target artifact or enchantment. • Target creature you control explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard. Then repeat this process.)
Sorcery
Creatures you control get +2/+2 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Enchantment — Aura
Enchant opponent When this Aura enters, enchanted opponent creates a Clue token, a Food token, and a Junk token. At the beginning of combat on enchanted opponent's turn, that player may pay {1} for each artifact they control. If they don't, creatures can't attack this combat.
Creature — Wall
Defender {T}: Add {G} for each creature you control with defender.
Sorcery
Creatures you control get +3/+3 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Instant
Surge {U}{U} (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) This spell can't be countered. Counter target spell.
Creature — Ogre Mercenary
Whenever you commit a crime during your turn, this creature gains indestructible until end of turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime. Damage and effects that say "destroy" don't destroy a creature with indestructible.)
Legendary Creature — Human Artificer
{2}{G}, {T}: Create a 1/1 colorless Servo artifact creature token. {4}{G}, {T}: Create an X/X colorless Construct artifact creature token, where X is the number of creatures you control.
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block.
Creature — Wolf Spirit
Flash When this creature enters, you may discard a land card. If you do, create a 2/2 green Wolf creature token.
Sorcery // Sorcery
Land — Desert
{T}: Add {C}. {1}, {T}: Add one mana of any color.
Creature — Human Soldier
When this creature enters, you become the monarch. When this creature enters, exile target creature an opponent controls until an opponent becomes the monarch.
Creature — Human Soldier
When this creature enters, you become the monarch.
Creature — Vampire Knight
When this creature enters, create a 1/1 white Vampire creature token with lifelink.
Creature — Dinosaur
Other Dinosaurs you control have haste. When this creature enters, create two 0/1 green Dinosaur Egg creature tokens. At the beginning of combat on your turn, if you control one or more Eggs, sacrifice an Egg, then create a 3/3 green Dinosaur creature token.
Instant
Return any number of target nonland, nontoken permanents you control to their owners' hands. Draw a card for each card returned to your hand this way.
Artifact Creature — Angel Warrior
Flying {3}: This creature gets +1/+1 until end of turn. If exactly three colors of mana were spent to activate this ability, put a +1/+1 counter on it instead.
Creature — Dragon
Flying {R}: This creature gets +1/+0 until end of turn. Suspend 2—{R}{R} Whenever an opponent casts a spell, if this card is suspended, that player may put a time counter on this card.
Enchantment — Aura
Enchant creature All damage that would be dealt to you is dealt to enchanted creature instead.
Creature — Goat Employee
Whenever another creature you own enters, you get {TK}. {W}, {T}: You may put a sticker on a creature you own that entered this turn.
Creature — Pegasus
Flying, trample Whenever this creature deals combat damage to a player, draw a card if you had two or more creatures enter the battlefield under your control this turn.
Artifact
{1}, Sacrifice this artifact: Search your library for a land card that doesn't have the same art as a permanent you control, reveal it, put it into your hand, then shuffle.
Enchantment
At the beginning of your end step, two target players each reveal the top card of their library. They each lose life equal to the mana value of the card revealed by the other player. Then they each put the card they revealed into their hand.
Sorcery
Return up to three target creature cards with total mana value 3 or less from your graveyard to the battlefield.
Creature — Zombie Horror
{2}{U}: Exile target creature card from your graveyard and put a +1/+1 counter on this creature. This creature has all activated abilities of all creature cards exiled with it.
Land
This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)