Inventory last scanned: 5/9/2026, 7:47:48 PM
Sorcery
Gain control of target creature you don't control until end of turn. Untap that creature. It gains haste until end of turn. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Enchantment — Aura
Enchant land When this Aura enters, draw a card. Enchanted land is an Island.
Creature — Insect Ninja
Ninjutsu {3}{G} ({3}{G}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, return target permanent card from your graveyard to your hand.
Creature — Elf Druid
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Creature — Elf Cleric
This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.
Creature — Goblin Druid
Kicker {G} (You may pay an additional {G} as you cast this spell.) When this creature enters, if it was kicked, search your library for a land card with a basic land type, reveal it, put it into your hand, then shuffle. {R}, {T}, Sacrifice a land: Draw a card.
Creature — Lizard
When this creature dies, create three 1/1 green Saproling creature tokens.
Creature — Kor Warrior
When this creature enters, create a 1/1 white Kor Warrior creature token for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) At the beginning of combat on your turn, if you have a full party, creatures you control get +1/+0 and gain indestructible until end of turn.
Creature — Human Scout
{2}{W}: Look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Instant
This spell costs {3} less to cast if you control a Giant. Squash deals 6 damage to target creature or planeswalker.
Artifact
{T}: Prevent the next 1 damage that would be dealt to target creature this turn.
Legendary Creature — Goblin
At the beginning of your upkeep, you may return this card from your graveyard to your hand.
Sorcery
Fathomless descent — Return to the battlefield target nonland permanent card in your graveyard with mana value less than or equal to the number of permanent cards in your graveyard.
Enchantment — Aura
Enchant land Enchanted land has "{T}: Create a 1/1 green Squirrel creature token."
Enchantment
When this enchantment enters, create a 1/1 green Squirrel creature token. Whenever a nontoken creature you control dies, you may pay {1}. If you do, return this enchantment to its owner's hand.
Creature — Squirrel Noble
Other Squirrels you control get +1/+1.
Creature — Squirrel Mutant
Deathtouch
Legendary Creature — Dwarf Advisor
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
Instant
Target creature gets -2/-2 until end of turn.
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-2. At the beginning of the upkeep of enchanted creature's controller, that player loses 2 life.
Instant
Target creature gets +3/+3 and gains trample until end of turn.
Creature — Goblin Rogue
Menace At the beginning of your end step, if you descended this turn, put a +1/+1 counter on this creature. (You descended if a permanent card was put into your graveyard from anywhere.) {2}{B}, Sacrifice this creature: Target creature gets -X/-X until end of turn, where X is this creature's power.
Creature — Eldrazi Drone
Devoid (This card has no color.) {C}: This creature gets +1/+2 until end of turn. Activate only once each turn. ({C} represents colorless mana.)
Creature — Cat Archer
When this creature enters, secretly choose an opponent. Reveal the player you chose: Exile target creature that's attacking you if it's controlled by the chosen player. Activate only once.
Creature — Avatar
Haste Whenever another creature you control dies, it deals damage equal to its power to target player or planeswalker.
Sorcery
Tap target creature or Vehicle, then put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Cycling {2} ({2}, Discard this card: Draw a card.)
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Tap up to two target creatures. If this spell was kicked, put a stun counter on each of those creatures. (If a permanent with a stun counter would become untapped, remove one from it instead.) Draw a card.
Creature — Angel Warrior
You may pay {1}{W} and exile a creature card from your graveyard rather than pay this spell's mana cost. Flying
Creature — Human Soldier
When this creature enters, the Ring tempts you. Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
Creature — Human Warrior
Haste Whenever this creature attacks, for each opponent, you create a 2/2 green Boar creature token that's tapped and attacking that opponent.
Creature — Mouse
Exhaust — {3}{G}: Put a +1/+1 counter on this creature. Create a 3/3 green Elephant creature token. (Activate each exhaust ability only once.)
Instant
Target creature gets +2/+2 until end of turn. If it's an Ally, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Legendary Creature — Human Warrior
Whenever Stangg attacks, create Stangg Twin, a legendary 3/4 red and green Human Warrior creature token. It enters tapped and attacking. For each Aura and Equipment attached to Stangg, create a token that's a copy of it attached to Stangg Twin. Sacrifice all tokens created this way at the beginning of the next end step.
Creature — Bat Cleric
Flying At the beginning of your end step, if you gained or lost life this turn, look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Artifact
This artifact enters tapped. {T}: Add one mana of any color that a basic land you control could produce.
Creature — Human Wizard
This creature enters with a +1/+1 counter on it. When this creature dies, put its counters on target creature you control.
Artifact — Equipment
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, when it enters, they create a tapped 1/1 blue Fish creature token.) When this Equipment enters, if the gift was promised, attach this Equipment to target creature you control. Equipped creature gets +3/+3 and loses flying. Equip {3}
Legendary Creature — Human Hero
Flying When Starling enters, another target creature you control gains flying until end of turn.
Land
{T}: Add {C}. {W}, {T}, Sacrifice a Cleric creature: You gain life equal to the sacrificed creature's toughness. {B}, {T}, Sacrifice a Cleric creature: Target player loses life equal to the sacrificed creature's power.
Creature — Bat Cleric
Flying At the beginning of your end step, if you gained or lost life this turn, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Pegasus
Flying Artifact and enchantment spells you cast cost {1} less to cast.
Creature — Bat Warlock
Flying, vigilance At the beginning of your end step, if you gained or lost life this turn, target opponent loses 3 life unless they sacrifice a nonland permanent of their choice or discard a card.
Instant
Starstorm deals X damage to each creature. Cycling {3} ({3}, Discard this card: Draw a card.)
Creature — Spirit Horror
When this creature enters, surveil 2. Then for each card you put on top of your library, you draw a card and you lose 3 life. Descend 8 — Whenever you draw a card, if there are eight or more permanent cards in your graveyard, target opponent loses 1 life and you gain 1 life.
Enchantment
Flash (You may cast this spell any time you could cast an instant.) When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield.
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. You get {E}{E} (two energy counters). At the beginning of your first main phase, sacrifice this enchantment unless you pay {E}.
Enchantment
Flash This spell costs {1} less to cast for each attacking creature. When this enchantment enters, exile target artifact or creature an opponent controls until this enchantment leaves the battlefield.
Creature — Human Pirate
When this creature enters, look at the top four cards of your library. You may reveal an artifact or Pirate card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Dwarf Soldier
Creature — Unicorn
{3}{W}: Creatures you control get +1/+1 and gain vigilance until end of turn. Activate only during your turn. (Attacking doesn't cause them to tap.)
Instant
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Draw a card.
Creature — Weird Detective
Flying, vigilance When this creature enters, draw two cards. Then discard two cards unless you discard an instant or sorcery card or a creature card with flying.
Token Creature — Lizard Warlock
When this creature dies, it deals 1 damage to target player. (This token's mana cost is {1}{R}.)
Artifact Creature — Dragon
Flying {2}: This creature gets +1/+0 until end of turn. {X}: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
Artifact Creature — Construct
{T}: Put a +1/+1 counter on each artifact creature you control.