Inventory last scanned: 4/28/2026, 6:48:31 PM
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, each opponent loses 3 life unless they discard a card. If you're the monarch, instead each opponent loses 6 life unless they discard two cards.
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, return target permanent card with mana value 3 or less from your graveyard to your hand. If you're the monarch, return that permanent card to the battlefield instead.
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, you may put a land card from your hand onto the battlefield. If you're the monarch, instead you may put a creature or land card from your hand onto the battlefield.
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, create a 3/1 red Knight creature token. Then if you're the monarch, this enchantment deals X damage to each opponent, where X is the number of creatures you control.
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, distribute two +1/+1 counters among up to two target creatures. Then if you're the monarch, double the number of +1/+1 counters on each creature you control.
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, this enchantment deals 2 damage to any target. If you're the monarch, it deals 7 damage instead.
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, exile the top card of target opponent's library. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast it. If you're the monarch, until end of turn, you may cast a spell from among cards exiled with this enchantment without paying its mana cost.
Enchantment
When this enchantment enters, you become the monarch. At the beginning of your upkeep, choose up to one other target enchantment or artifact. If you're the monarch, you may create a token that's a copy of it. If you're not the monarch, you may have this enchantment become a copy of it, except it has this ability.
Enchantment
As this enchantment enters, choose a creature type. Creatures of the chosen type have fear. (They can't be blocked except by artifact creatures and/or black creatures.)
Artifact Creature — Bird
Flying Whenever this creature attacks, gain control of target permanent you own but don't control. Disguise {1}{U} When this creature is turned face up, target opponent gains control of any number of target permanents you control. Draw a card for each one they gained control of this way.
Sorcery
This spell costs {1} less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) Search your library for a card, put it into your hand, then shuffle. If you have a full party, you may cast a spell with mana value 4 or less from your hand without paying its mana cost.
Creature — Crab Demon
Emerge from artifact {5}{B}{B} (You may cast this spell by sacrificing an artifact and paying the emerge cost reduced by that artifact's mana value.) When this creature enters, target opponent exiles the top card of their library, a card at random from their graveyard, and a card at random from their hand. You may cast a spell from among cards exiled this way without paying its mana cost.
Sorcery
Destroy target artifact or enchantment. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Sorcery
Crackle with Power deals five times X damage to each of up to X targets.
Sorcery
Creatures you control gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Draw a card.
Artifact Creature — Wall
Defender {T}: Creatures you control gain haste until end of turn.
Sorcery
Suspend 4—{G} (Rather than cast this card from your hand, pay {G} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Create two 4/4 green Rhino creature tokens with trample.
Creature — Beast
Haste When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
Creature — Phyrexian Horror
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When this creature dies, create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This token can't block."
Artifact
No more than two creatures can attack you each combat.
Creature — Vampire
At the beginning of your upkeep, this creature deals 1 damage to each opponent. You gain life equal to the damage dealt this way.
Sorcery
Creeping Chill deals 3 damage to each opponent and you gain 3 life. When Creeping Chill is put into your graveyard from your library, you may exile it. If you do, Creeping Chill deals 3 damage to each opponent and you gain 3 life.
Land
This land enters tapped. {T}: Add {U} or {B}. {1}{U}{B}: Until end of turn, this land becomes a 3/2 blue and black Elemental creature. It's still a land. It can't be blocked this turn.
Artifact Creature — Construct
Indestructible Whenever this creature deals combat damage to a creature, flip a coin. If you win the flip, destroy that creature.
Creature — Horse
Other Horses you control have indestructible. At the beginning of each end step, if you gained life this turn, create a 5/5 white Horse creature token.
Creature — Goblin Bard
Whenever you sacrifice an artifact, put a +1/+1 counter on this creature and add {R}.
Creature — Human Cleric
Protection from red {W}: Target creature gains protection from red until end of turn.
Instant
Target creature becomes red and gains haste until end of turn. (It can attack and {T} this turn.) Draw a card.
Sorcery
Choose a creature type. Creatures that aren't of the chosen type get -3/-3 until end of turn.
Sorcery
Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog. Flashback {3}{G}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
As an additional cost to cast this spell, sacrifice a land. Search your library for a land card, put that card onto the battlefield, then shuffle.
Land — Lair
When this land enters, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {U}, {B}, or {R}.
Creature — Zombie Bird
Flying When this creature enters or dies, mill two cards. (Put the top two cards of your library into your graveyard.)
Artifact
{T}: Add {B}. Whenever a creature you control dies, put a corpse counter on this artifact. {4}{B}{B}, {T}, Sacrifice this artifact: Create a 2/2 black Zombie creature token with decayed for each corpse counter on this artifact. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
Land
{T}: Add {C}. {1}, {T}: Put a storage counter on this land. {T}, Remove X storage counters from this land: Add X mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
Creature — Vampire
Whenever this creature or another creature or planeswalker you control dies, each opponent loses 1 life and you gain 1 life.
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If the gift was promised, you may cast that card for as long as it remains exiled, and mana of any type can be spent to cast it.
Instant
Destroy target artifact. It can't be regenerated. That artifact's controller gains life equal to its mana value.
Land
This land enters tapped. {T}: Add {U}, {B}, or {R}.
Sorcery
Choose one — • Destroy all Dragon creatures. • Destroy all non-Dragon creatures.
Creature — Spirit
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever you tap a Swamp for mana, add an additional {B}.
Creature — Rat
{X}: This creature deals X damage to each creature and each player. Spend only black mana on X.
Creature — Sliver
All Slivers have "{T}: Regenerate target Sliver."
Land
This land enters tapped. {T}: Add {B}. {2}, {T}: Add {B} for each black creature card in your graveyard.