Inventory last scanned: 5/4/2026, 6:46:37 PM
Creature — Elemental
{U}: This creature gets +1/-1 until end of turn.
Creature — Frog Soldier
Whenever this creature attacks, if another creature entered the battlefield under your control this turn, this creature gains flying until end of turn.
Land — Island Swamp
({T}: Add {U} or {B}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Enchantment Creature — Horse Fish
Whenever you cast your first spell during each opponent's turn, draw a card.
Creature — Bat Cleric
Flying, vigilance Whenever you gain or lose life during your turn, this creature gets +1/+0 until end of turn.
Instant
Transform up to one target Werewolf you control. Creatures you control gain trample until end of turn.
Creature — Orc Monk
When this creature enters, return target nonland permanent card with mana value 2 or less from your graveyard to your hand. Flurry — Whenever you cast your second spell each turn, tap target creature an opponent controls.
Creature — Aetherborn Artificer
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
Enchantment
Whenever a nontoken artifact you control enters, create a colorless artifact token named Munitions with "When this token leaves the battlefield, it deals 2 damage to any target."
Creature — Human Artificer
When this creature enters, draw a card. At the beginning of combat on your turn, if you control an Equipment, you may pay {1}. When you do, attach target Equipment you control to target creature you control.
Legendary Artifact — Vehicle
Flying Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.) Crew 3
Enchantment Creature — Snake Druid
Other enchantment creatures you control get +1/+1. {G}, {T}: Copy target activated or triggered ability you control from an enchantment source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
Enchantment
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.) At the beginning of combat on your turn, look at the top five cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Artifact Creature — Equipment Spider
Reach Equipped creature gets +1/+4 and has reach. Reconfigure {4} ({4}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature — Insect Archer
Reach Cycling {X}{G}{G} ({X}{G}{G}, Discard this card: Draw a card.) When you cycle this card, destroy up to one target artifact or enchantment with mana value X.
Artifact — Spacecraft
When this Spacecraft enters, create a 2/2 colorless Robot artifact creature token. Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 9+.) 9+ | Flying, first strike
Creature — Drix Artificer
When this creature enters, put a +1/+1 counter on each of up to two target creatures. Warp {2}{W} (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 — Drix Artificer
Whenever another creature or artifact you control enters, this creature deals 1 damage to each opponent. Warp {R} (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.)
Enchantment
When this enchantment enters, if you cast it, shuffle your hand and graveyard into your library, then draw seven cards. The first spell each player casts during each of their turns may be cast without paying its mana cost.
Enchantment — Aura
Enchant creature Enchanted creature gets -3/-2.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 white Human creature token. II — Create a Food token. III — Put X +1/+1 counters on target creature you control, where X is one plus the number of Foods you control.
Creature — Vampire
Flying Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature becomes untapped, put two +1/+1 counters on it, then you gain 2 life and draw a card. This ability triggers only once each turn."
Artifact
Whenever you gain life, you may pay {X}, where X is less than or equal to the amount of life you gained. If you do, draw X cards.
Creature — Elf
{T}: You gain 1 life for each Elf on the battlefield.
Creature — Human Bear Druid
{T}: Add {G}. Threshold — This creature gets +3/+3 as long as there are seven or more cards in your graveyard.
Creature — Elf Fox Knight
Flash When this creature enters, exile up to one other target non-Fox creature until this creature leaves the battlefield. {1}{W}, Sacrifice this creature: You gain 2 life.
Creature — Human Knight
Sacrifice this creature: Destroy target artifact or enchantment. Activate only as a sorcery.
Creature — Human Horror
Skulk (This creature can't be blocked by creatures with greater power.) Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card. Whenever you discard a creature card, you may pay {2}. If you do, create a 3/2 colorless Eldrazi Horror creature token.
Sorcery
Choose one — • Let the World Burn — Destroy all artifacts and creatures. • Release Juno — Return target historic permanent card from your graveyard to the battlefield. It enters with two additional +1/+1 counters on it if it's a creature. (Artifacts, legendaries, and Sagas are historic.)
Instant
Any number of target opponents each discard their hands, then draw seven cards. Draw a card.
Sorcery
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Sorcery
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
Legendary Enchantment Artifact
Creatures you control have lifelink. {2}{B}{B}, {T}: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
Instant
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
Creature — Mouse Citizen
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, you may discard a card. If you do, draw a card.
Creature — Mouse Bard
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, look at the top five cards of your library. You may reveal a creature card with mana value 3 or less from among them. You may put it onto the battlefield if it's your turn. If you don't put it onto the battlefield, put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Creature — Human Cleric
{T}, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield.
Creature — Human Shaman
{T}: Add {G}. Ferocious — {T}: Add {G}{G}. Activate only if you control a creature with power 4 or greater.
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Artifact — Equipment
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip {2}
Artifact
When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield. {T}: Add {W}.