Inventory last scanned: 5/3/2026, 7:37:19 PM
Instant
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Sorcery
Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Land
{T}: Add {C}. {T}: Regenerate target Insect, Rat, Spider, or Squirrel. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Sorcery
Create two 1/1 green Squirrel creature tokens. Then each creature that isn't an Insect, Rat, Spider, or Squirrel gets -1/-1 until end of turn for each creature you control that's an Insect, Rat, Spider, or Squirrel.
Enchantment — Aura
Flash Enchant creature or Vehicle Enchanted permanent is a Vehicle artifact with crew 5 and it loses all other card types. (It's not a creature unless it's crewed.)
Creature — Human Soldier
Double strike (This creature deals both first-strike and regular combat damage.) Vigilance (Attacking doesn't cause this creature to tap.) Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {R}.
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from black and from green. Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control. Equip {2}
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from red and from green. Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn. Equip {2}
Artifact — Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it. Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from white and from black. Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand. Equip {2}
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from blue and from black. Whenever equipped creature deals combat damage to a player, surveil 2. Then you may cast an instant or sorcery spell with mana value 2 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Equip {2}
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from black and from red. Whenever equipped creature deals combat damage to a player, destroy up to one target planeswalker and up to one target artifact. Equip {2}
Artifact — Equipment
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste. Equip {3}
Artifact — Equipment
Equipped creature gets +2/+2 and has protection from instants and from sorceries. Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Equip {2}
Legendary Artifact — Equipment
Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {2}
Artifact — Equipment
Equipped creature gets +1/+2. Equip {2} Whenever a 1/1 creature you control enters, you may return this card from your graveyard to the battlefield, then attach it to that creature.
Artifact — Equipment
As long as equipped creature is tapped, tapped creatures you control get +2/+0. As long as equipped creature is untapped, untapped creatures you control get +0/+2. {3}: You may tap or untap equipped creature. Equip {3}
Artifact — Equipment
Equipped creature gets +1/+1 for each creature you control with base power or toughness 1. Whenever a Hamster, Mouse, Rat, or Squirrel you control enters, you may attach this Equipment to that creature. Equip {2}
Instant
Exile target creature. Its controller gains life equal to its power.
Enchantment
Green creatures you control get +1/+1. Whenever a green creature you control enters, scry 1.
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
Creature — Plant
Defender, hexproof {T}: Add one mana of any color.
Enchantment
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Creature — Human Wizard
Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)