Inventory last scanned: 4/27/2026, 1:48:11 AM
Creature — Elemental
Reach (This creature can block creatures with flying.) You may play lands from your graveyard. If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Instant
Destroy target artifact. Flashback {G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Dinosaur
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Trample, ward {2} This creature enters with two +1/+1 counters on it for each creature that convoked it.
Creature — Elder Dragon
Flying Whenever this creature deals combat damage to a player, roll a d20. Draw cards equal to the result. You have no maximum hand size for the rest of the game.
Sorcery
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
Land
{T}: Add {C}{C}. This land deals 2 damage to you.
Instant
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.
Creature — Angel Cleric
Flying, double strike Whenever a creature you control deals combat damage to a player, you and that player each gain that much life. At the beginning of your end step, if you have at least 15 life more than your starting life total, each player this creature attacked this turn loses the game.
Creature — Angel
Flying When this creature enters, exile target player's graveyard.
Creature — Angel
Flying, vigilance, lifelink Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.) Other creatures you control get +1/+1.
Creature — Angel
Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.
Creature — Nightmare Angel
Flying If damage would be dealt to you, prevent that damage and mill twice that many cards.
Creature — Angel
Flying If you would gain life, you gain that much life plus 1 instead. This creature gets +2/+2 as long as you have 25 or more life.
Creature — Angel
Flying When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Sorcery
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn. Flashback {2}{R}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Eldrazi Angel
Devoid (This card has no color.) Flying, vigilance When this creature enters, sacrifice any number of creatures each with base power or toughness 1 or less. Create that many 4/4 colorless Eldrazi Angel creature tokens with flying and vigilance.
Enchantment
At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying.
Creature — Angel
Flying Lieutenant — As long as you control your commander, this creature gets +2/+2 and creatures you control have vigilance.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature has flying.
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice this enchantment. If you do, return that card to the battlefield.
Creature — Angel
Flying At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.
Creature — Incarnation
Haste As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
Creature — Human Pirate
If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Legendary Planeswalker — Angrath
Creatures you control have menace. −2: Amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Instant
Exile target nonland permanent. You lose 3 life.
Legendary Creature — Human Soldier
Whenever you attack with one or more non-Gnome creatures, put a +1/+1 counter on Anim Pakal, then create X 1/1 colorless Gnome artifact creature tokens that are tapped and attacking, where X is the number of +1/+1 counters on Anim Pakal.
Land
{T}: Add {C}. {2}, {T}: Put a +1/+1 counter on target Bird, Cat, Dog, Goat, Ox, or Snake.
Legendary Creature — Elemental
Protection from white and from black Whenever you cast a creature spell, put a +1/+1 counter on Animar. Creature spells you cast cost {1} less to cast for each +1/+1 counter on Animar.
Enchantment — Aura
Enchant creature card in a graveyard When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.
Artifact
Whenever one or more +1/+1 counters are put on a permanent you control, you may pay {1}. If you do, create a 1/1 colorless Servo artifact creature token. {3}, {T}: Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Sorcery
This spell costs {2} less to cast if it targets a legendary creature you control. Target creature you control deals damage equal to twice its power to target creature or planeswalker you don't control.
Legendary Creature — Vampire
Haste {T}, Discard a card: Draw a card. Whenever you discard a card, if it has madness, untap Anje Falkenrath.
Legendary Creature — Vampire
Whenever Anje and/or one or more other Vampires you control enter, create a Blood token. This ability triggers only once each turn. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") {2}, Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life.
Artifact Creature — Phyrexian Cleric
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When this creature enters, exile target artifact or creature an opponent controls with mana value 3 or less until this creature leaves the battlefield.
Legendary Enchantment
When Annie Joins Up enters, it deals 5 damage to target creature or planeswalker an opponent controls. If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time.
Sorcery
As an additional cost to cast this spell, pay {4} or sacrifice an artifact or creature. Destroy target creature or planeswalker.
Creature — Dinosaur
Reach, trample Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Instant
Counter target artifact or enchantment spell.
Instant
Exile target creature if it has mana value 3 or less. Corrupted — Exile that creature instead if its controller has three or more poison counters.
Creature — Human Cleric
Vigilance As this creature enters, look at an opponent's hand, then choose any card name. Spells your opponents cast with the chosen name cost {2} more to cast. Activated abilities of sources with the chosen name cost {2} more to activate unless they're mana abilities.
Sorcery
Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.
Legendary Creature — Vampire Shaman
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
Enchantment
Creatures you control get +1/+1.
Legendary Creature — Symbiote Hero
When Anti-Venom enters, if he was cast, return target creature card from your graveyard to the battlefield. If damage would be dealt to Anti-Venom, prevent that damage and put that many +1/+1 counters on him.
Creature — Eldrazi
When this creature leaves the battlefield, draw a card, then you may put a permanent card with mana value less than or equal to the number of lands you control from your hand onto the battlefield tapped. Warp {4} (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.)