Inventory last scanned: 5/8/2026, 7:05:55 PM
Sorcery
Add {R} for each card in target opponent's hand. Until end of turn, you don't lose this mana as steps and phases end. Exile Rousing Refrain with three time counters on it. Suspend 3—{1}{R} (Rather than cast this card from your hand, you may pay {1}{R} and exile it with three 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.)
Sorcery
You may cast this spell as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) Destroy all creatures. They can't be regenerated.
Artifact — Equipment Vehicle
Double strike Equipped creature has double strike. Equip {4} Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn. Creatures can't be attached to other permanents.)
Creature — Elf Scout
When this creature enters, draw a card.
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) If this spell was bargained, look at the top four cards of your library, then put up to two of them back on top of your library in any order and the rest into your graveyard. You draw two cards and you lose 2 life.
Creature — Human Peasant Ally
When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Creature — Human Detective
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) {G}, Exile this card from your graveyard: Put a +1/+1 counter on target creature. Activate only as a sorcery.
Creature — Human Warrior
Whenever this creature attacks, put a +1/+1 counter on it for each attacking creature you control.
Creature — Human Berserker
Haste Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the greatest power among creatures you control.
Legendary Creature — Human Noble
Whenever Rufus Shinra attacks, if you don't control a creature named Darkstar, create Darkstar, a legendary 2/2 white and black Dog creature token.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {G}.
Artifact Creature — Construct
Menace When this creature dies, each player may discard their hand and draw seven cards. Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
Creature — Eldrazi Processor
When you cast this spell, you may put a card an opponent owns from exile into that player's graveyard. If you do, you gain 5 life.
Creature — Orc Pirate
Raid — At the beginning of your end step, if you attacked this turn, reveal the top card of your library and put that card into your hand. You lose life equal to the card's mana value.
Creature — Bat
Flying, lifelink At the beginning of your end step, if you descended this turn, scry 1. (You descended if a permanent card was put into your graveyard from anywhere.)
Instant
Exile target artifact or enchantment. Put X +1/+1 counters on target creature you control, where X is the mana value of the permanent exiled this way.
Sorcery
Destroy target creature or planeswalker. Awaken 4—{5}{B}{B} (If you cast this spell for {5}{B}{B}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Sorcery — Lesson
As an additional cost to cast this spell, you may waterbend {4}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) All creatures get -2/-2 until end of turn. If this spell's additional cost was paid, whenever a creature dies this turn, you gain 1 life.
Land
This land enters tapped. {T}: Add {C}. ({C} represents colorless mana.) {T}: Put a +1/+1 counter on target colorless creature that entered this turn.
Legendary Creature — Goblin
Menace (This creature can't be blocked except by two or more creatures.) Whenever Rulik Mons attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you didn't put a card onto the battlefield this way, create a 1/1 red Goblin creature token.
Creature — Elf Wizard
Alliance — Whenever another creature you control enters, scry 1. If this is the second time this ability has resolved this turn, draw a card instead.
Instant
Target attacking creature gets +3/+3 and gains trample until end of turn.
Instant
Choose two target creatures controlled by different players. Return those creatures to their owners' hands.
Instant
This spell costs {1} less to cast if it targets a Mount or Vehicle you control. Target creature you control deals damage equal to its power to target creature an opponent controls.
Artifact
Flash When this artifact enters, it deals 6 damage to target creature an opponent controls. Cycling {2} ({2}, Discard this card: Draw a card.)
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it has flying. As long as enchanted permanent is an Equipment, it has "Equipped creature has flying."
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it gets +1/+1 and has trample. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it has deathtouch. As long as enchanted permanent is an Equipment, it has "Equipped creature has deathtouch."
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it gets +1/+0 and has haste. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+0 and has haste."
Creature — Human Shaman
When this creature enters, suspect up to one target creature you control. (A suspected creature has menace and can't block.) {3}{B}{R}, Sacrifice a suspected creature: Target creature gets -5/-5 until end of turn.
Creature — Demon
Flying When this creature enters, search your library for a card, put it into your hand, then shuffle.
Artifact Creature — Wall
Defender {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Wolf
{3}{R}, {T}: This creature deals damage equal to the number of Wolves and Werewolves you control to target opponent.
Artifact — Equipment
Equipped creature has first strike and gets +X/+0, where X is the number of instant and sorcery cards in your graveyard. Equip {2}
Instant — Trap
If an opponent drew three or more cards this turn, you may pay {R} rather than pay this spell's mana cost. Runeflare Trap deals damage to target player equal to the number of cards in that player's hand.
Creature — Dwarf Warrior
When this creature enters, you may search your library and/or graveyard for a Rune card, reveal it, and put it into your hand. If you search your library this way, shuffle. You may pay {1} rather than pay the mana cost for Rune spells you cast.
Sorcery
Kicker {U} (You may pay an additional {U} as you cast this spell.) Destroy target tapped creature. If this spell was kicked, scry 2.
Instant
Target creature gets +2/+1 and gains trample until end of turn.
Sorcery
Draw cards equal to the greatest mana value among permanents you control.
Instant
Target creature gets +1/+0 and gains first strike until end of turn. If it's a Goblin or Orc, it also gains haste until end of turn.
Instant
Choose target creature. When that creature dies this turn, search your library for a creature card with lesser mana value, put it onto the battlefield tapped, then shuffle.
Instant
Kicker—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell.) Return target nonland permanent to its owner's hand. If this spell was kicked, return another target nonland permanent to its owner's hand.
Artifact Creature — Elemental
Flying At the beginning of your upkeep, sacrifice another artifact. If you can't, tap this creature and you lose 4 life.
Artifact Creature — Construct
Prototype {3}{G}{G} — 3/5 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) Reach, trample
Artifact Creature — Robot
Menace {2}, {T}, Exile an artifact card from your graveyard: Put a +1/+1 counter on this creature, then it deals damage equal to its power to any target.
Artifact Land
This land enters tapped. Indestructible {T}: Add {R} or {W}.
Creature — Phyrexian Elf Druid
{T}: Put an oil counter on this creature. {T}, Remove an oil counter from this creature: Untap target land.
Sorcery
Target opponent exiles a card from their hand. If this spell was cast from a graveyard, draw a card. Flashback {4}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Human Wizard
When this creature enters, you may sacrifice another creature you control. If you do, create a number of Treasure tokens equal to that creature's power. {2}{B}, Sacrifice X artifacts: Return target creature card with power X or less from your graveyard to the battlefield. X can't be 0.
Sorcery
Choose one — • Creatures you control get +3/+3 until end of turn. • Return up to two target permanent cards from your graveyard to your hand.