Inventory last scanned: 5/2/2026, 6:49:17 PM
Creature — Human Soldier
Whenever another creature you control with power 2 or less enters, you may pay {1}. If you do, draw a card.
Artifact
When this artifact enters or is put into a graveyard from the battlefield, you draw a card and you lose 1 life.
Creature — Human Pirate
Whenever this creature or another Pirate you control enters, tap up to one target creature. That creature doesn't untap during its controller's untap step for as long as you control this creature.
Sorcery
Search your library for a blue instant card, reveal that card, put it into your hand, then shuffle.
Creature — Angel Detective
Flying Whenever a nontoken creature you control dies, investigate. Clues you control have exalted. (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
Sorcery
Choose one — • Exile all artifacts. • Exile all creatures. • Exile all enchantments. • Exile all planeswalkers.
Creature — Orc Warrior
When this creature enters, each player sacrifices a creature of their choice.
Creature — Phyrexian Rogue
This creature can't be blocked. Whenever you cast a noncreature spell, put an oil counter on this creature. Whenever this creature deals combat damage to a player, you may remove two oil counters from it. If you do, when you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Legendary Creature — Human Shaman
Whenever another creature you control dies, you get an experience counter. At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
Creature — Merfolk Scout
When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Creature — Merfolk Shaman
Other Merfolk you control get +1/+1.
Creature — Merfolk Mutant
Flying When this creature enters, put a +1/+1 counter on target creature you control. {3}{G}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature — Merfolk Noble
Other Merfolk creatures you control get +1/+1. {T}: Target Merfolk creature can't be blocked this turn.
Creature — Merfolk Wizard
Flash When this creature enters, tap target creature an opponent controls. It loses all abilities until end of turn.
Creature — Merfolk Rogue
Flying Whenever this creature deals combat damage to a player, that player mills a card. (They put the top card of their library into their graveyard.) Sacrifice this creature: Draw a card. Activate only if an opponent has eight or more cards in their graveyard.
Creature — Elf Archer
Reach Domain — When this creature enters, it deals damage to each opponent equal to the number of basic land types among lands you control.
Legendary Creature — Elf Artificer
Tap an untapped nontoken artifact you control: Add {G}. Tap two untapped nontoken artifacts you control: Exile the top card of your library. You may play it this turn.
Creature — Merfolk Soldier
Other Merfolk creatures you control get +1/+1. Whenever you cast a Merfolk spell, you may tap or untap target permanent.
Legendary Creature — Halfling Knight
Haste Merry has first strike as long as it's equipped. Whenever you attack with Merry and another legendary creature, draw a card.
Legendary Creature — Halfling Advisor
Partner with Pippin, Warden of Isengard (When this creature enters, target player may put Pippin into their hand from their library, then shuffle.) Whenever one or more artifacts you control enter, create a 1/1 white Soldier creature token with lifelink. This ability triggers only once each turn.
Creature — Human Knight
Flying When this creature enters, you gain 2 life.
Enchantment
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) {U}, Discard a card: Draw a card.
Creature — Octopus
When this creature enters, create two 0/2 blue Illusion creature tokens with "Whenever this token blocks a creature, that creature doesn't untap during its controller's next untap step." This creature has hexproof as long as you control an Illusion.
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Enchanted creature doesn't untap during its controller's untap step.
Artifact Creature — Shapeshifter
As this creature enters, choose a creature type. This creature is the chosen type in addition to its other types. Each other creature you control of the chosen type enters with an additional +1/+1 counter on it.
Instant
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Counter target spell unless its controller pays {3}.
Enchantment
Whenever you cast an instant or sorcery spell, create an X/X colorless Construct artifact creature token, where X is that spell's mana value. {3}{U}{U}, Exile this enchantment: Return all instant and sorcery cards from your graveyard to your hand. Activate only if you control six or more artifacts.
Artifact Creature — Construct
This spell costs {X} less to cast, where X is the total mana value of noncreature artifacts you control. Sacrifice two artifacts: Return this card from your graveyard to your hand.
Instant
Spree (Choose one or more additional costs.) + {1} — Until end of turn, target creature becomes a white Rabbit with base power and toughness 0/1. + {3} — Target player draws two cards.
Artifact Creature — Golem
When this creature enters, destroy target nonland permanent an opponent controls.
Artifact — Equipment
Equipped creature gets +4/+0 and has trample. Equip {4} 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.)
Artifact
When this artifact enters, it deals 2 damage to any target. {T}: Add one mana of any color.
Enchantment
{2}{W}: Return target permanent you control to its owner's hand. If it has unearth, instead exile it, then return that card to its owner's hand. Activate only during your turn.
Creature — Angel Soldier
Flying Whenever you attack with one or more creatures with counters on them, draw a card.
Creature — Angel Cleric
Flying, vigilance You have hexproof. Whenever this creature is dealt damage, you gain that much life.
Creature — Zombie Jackal
When this creature enters, each player discards a card.
Legendary Creature — Human Artificer
Ward—Pay 3 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3 life.) Whenever you cast an instant or sorcery spell, you may sacrifice an artifact. If you do, copy that spell and you may choose new targets for the copy.
Creature — Human Wizard
When this creature enters, you may search your library for an instant or sorcery card with mana value 1, reveal it, put it into your hand, then shuffle.
Creature — Vampire Assassin
Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Artifact
{T}: Add {U}. {2}{U}: Put an hour counter on this artifact. At the beginning of each upkeep, put an hour counter on this artifact. When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Creature — Zombie Knight
Whenever a nontoken creature you control dies, this creature deals 1 damage to you and you draw a card.
Creature — Human Rogue
When this creature enters, you may return target creature card with mana value 3 or less from your graveyard to your hand. (Melds with Graf Rats.)
Creature — Sliver
All Sliver creatures get +2/+2.
Instant
Target creature gets +2/+2 until end of turn. If you cast this spell during your main phase, that creature gets +4/+4 until end of turn instead.
Artifact — Vehicle
Trample Ward—Discard a card. Whenever this Vehicle becomes crewed for the first time each turn, if it was crewed by exactly two creatures, it gains "Whenever this creature deals combat damage to a player, draw two cards" until end of turn. Crew 4
Legendary Creature — Phyrexian Beast
Migloz enters with five oil counters on it. {1}, Remove an oil counter from Migloz: It gains vigilance and menace until end of turn. {2}, Remove two oil counters from Migloz: It gets +2/+2 until end of turn. {3}, Remove three oil counters from Migloz: Destroy target artifact or enchantment.
Sorcery
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Cycling {2} ({2}, Discard this card: Draw a card.)