Inventory last scanned: 4/29/2026, 6:48:45 PM
Enchantment Creature — Nightmare
Haste This creature must be blocked if able.
Enchantment Creature — Nightmare
When this creature enters, it deals 4 damage to each opponent. Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, this creature deals that amount of damage to target creature that player controls.
Enchantment Creature — Nightmare
Whenever this creature deals combat damage to a player, draw that many cards.
Enchantment Creature — Nightmare
Flying Whenever this creature attacks, target creature defending player controls gets -2/-0 and loses flying until your next turn.
Enchantment Creature — Nightmare
When this creature enters, tap up to one target creature. If an opponent controls that creature, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Enchantment Creature — Nightmare
Flying, lifelink This creature can't block. Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return this card from your graveyard to your hand.
Enchantment Creature — Nightmare
When this creature enters, discard a card, then draw a card. Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
Enchantment Creature — Nightmare
Vigilance Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Enchantment Creature — Nightmare
Whenever this creature attacks, if defending player controls no Glimmer creatures, it gains menace and deathtouch until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Sorcery
Damage can't be prevented this turn. Fear, Fire, Foes! deals X damage to target creature and 1 damage to each other creature with the same controller.
Creature — Fish Pirate
Haste Vehicles you control have haste. Whenever you attack, if a Pirate and a Vehicle attacked this combat, draw three cards, then discard two cards.
Enchantment
Whenever you discard a card, this enchantment deals 1 damage to any target and you gain 1 life.
Enchantment
At the beginning of your end step, if one or more creatures died this turn, you gain that much life and distribute that many +1/+1 counters among any number of creatures you control.
Enchantment
At the beginning of each upkeep, if an opponent lost life last turn, put a +1/+1 counter on target creature you control.
Creature — Elemental Turtle
Reach As long as you control ten or more lands, creatures you control get +2/+2. Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
Enchantment
Whenever a creature dies, that creature's controller may draw a card.
Instant
Destroy target creature with mana value 3 or less. If it's your turn, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Instant
You gain 5 life. Ferocious — You gain 10 life instead if you control a creature with power 4 or greater.
Instant
As an additional cost to cast this spell, forage or pay {B}. (To forage, exile three cards from your graveyard or sacrifice a Food.) Destroy target creature or planeswalker.
Instant
Tap up to two target creatures. Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Minotaur Shaman
Inspired — Whenever this creature becomes untapped, you may pay {1}{R}. If you do, create a token that's a copy of another target creature, except it's an enchantment in addition to its other types. It gains haste. Exile it at the beginning of the next end step.
Creature — Cat Beast
Sacrifice this creature: Destroy target enchantment.
Creature — Cat Beast
When this creature enters, you may exile another target permanent you control, then return that card to the battlefield under its owner's control.
Enchantment
Landfall — Whenever a land you control enters, choose one — • Create a 2/2 white Cat Beast creature token. • Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
Creature — Cat Beast
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, put a +1/+1 counter on each of up to two other target creatures you control.
Creature — Cat Beast
Vigilance (Attacking doesn't cause this creature to tap.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) At the beginning of your upkeep, if you have 40 or more life, you win the game.
Artifact — Vehicle
Pirates you control get +1/+0. Whenever this Vehicle deals combat damage to a player, that player discards a card. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact — Spacecraft
When this Spacecraft enters, mill three cards, then return a creature or Spacecraft card from your graveyard to your hand. 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 8+.) 8+ | Flying, lifelink
Sorcery
Destroy all creatures with power greater than target creature's power.
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature an opponent controls.
Artifact
{T}: Add one mana of any color that a land an opponent controls could produce.
Instant
Target creature you control gets +2/+0 and gains haste until end of turn. When that creature dies this turn, create a 2/2 white and blue Detective creature token.
Legendary Creature — Human Warrior
Trample Whenever Felothar enters or attacks, you may sacrifice a nonland permanent. When you do, put a +1/+1 counter on each creature you control.
Sorcery
Look at the top five cards of your library. You may exile a creature card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card this turn. At the beginning of the next combat phase this turn, target creature you control deals damage equal to its power to up to one target creature you don't control.
Enchantment
At the beginning of combat on your turn, choose one — • Target creature you control gets +2/+0 until end of turn. • Target creature you control gains menace and haste until end of turn.
Land
This land enters tapped. When this land enters, you may look at the top five cards of your library. If you do, reveal up to one basic land card from among them, then put that card on top of your library and the rest on the bottom in any order. {T}: Add {G}.
Creature — Elemental
This creature enters with two +1/+1 counters on it. {1}{G}, Remove a +1/+1 counter from this creature: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles.
Enchantment
Creatures you control have haste. (They can attack and {T} as soon as they come under your control.)
Creature — Boar
Trample Morbid — This creature enters with two +1/+1 counters on it if a creature died this turn.
Creature — Zombie Goblin
When this creature dies, target creature gets -1/-1 until end of turn.
Land — Desert
This land enters tapped. When this land enters, it deals 1 damage to target opponent. {T}: Add {B} or {G}.
Creature — Devil
Whenever you cast an instant or sorcery spell, this creature gets +2/+0 until end of turn.
Enchantment
During your turn, you may cast instant and sorcery spells from your graveyard by paying 1 life in addition to their other costs. If a card or token would be put into your graveyard from anywhere, exile it instead. {1}{R}: Sacrifice this enchantment.
Creature — Horror
{2}{B}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Whenever one or more +1/+1 counters are put on this creature, you may draw two cards. If you do, you lose 2 life.
Sorcery
Each opponent exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among those nonland cards without paying their mana costs. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Enchantment
At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, this enchantment deals 2 damage to that player.
Creature — Orc Wizard
When this creature enters, you take the initiative. At the beginning of your end step, if you have the initiative, create a 1/1 blue Faerie Dragon creature token with flying.
Land
{T}: Add {C}. {2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
Land
This land enters tapped. {T}: Add {C}. Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.