Inventory last scanned: 5/13/2026, 7:02:14 PM
Sorcery
You get {E}{E}{E} (three energy counters), then you may pay any amount of {E}. Each player may exile their hand and draw a number of cards equal to the amount of {E} paid this way. If seven or more {E} was paid this way, you may play cards you own exiled this way until the end of your next turn.
Sorcery
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
Sorcery
Starting with you, each player separates all permanents they control into three piles. Then each player chooses one of their piles at random and sacrifices those permanents. (Piles can be empty.)
Creature — Human Soldier Rebel
{W}, {T}: Tap target creature. Morph {W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
Creature — Frog
{U}: This creature gains flying until end of turn.
Creature — Human Rogue Artificer
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying. Tap two untapped artifacts you control: Target creature can't be blocked this turn.
Instant
Target creature gets +2/+0 and gains first strike and trample until end of turn.
Instant
For each spell and ability your opponents control, counter it unless its controller pays {4}.
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.
Instant
Target creature gets -1/-1 until end of turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature — Human Shaman
{T}: Add {G}. Ferocious — {T}: Add {G}{G}. Activate only if you control a creature with power 4 or greater.
Instant
Buyback {5} (You may pay an additional {5} as you cast this spell. If you do, put this card into your hand as it resolves.) Draw a card.
Creature — Elemental
At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Sacrifice this creature: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."
Artifact
When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield. {T}: Add {W}.
Creature — Dragon
Flying Cold Breath — When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Artifact — Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+1, has "Whenever this creature attacks, you gain 1 life," and is a Cleric in addition to its other types. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Spirit Knight
Flying, first strike When this creature enters, destroy up to one target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Instant
Create X 2/2 white Cat creature tokens. Shuffle White Sun's Zenith into its owner's library.
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Creature — Rat Warlock
When this creature enters, mill three cards. When you do, target creature an opponent controls gets -X/-X until end of turn, where X is the greatest mana value among cards in your graveyard.
Creature — Nightmare
Whenever an enchantment you control is put into a graveyard from the battlefield, each opponent loses 1 life.
Creature — Wolf
When this creature enters, it fights up to one target creature you don't control. Sacrifice a Food: Put a +1/+1 counter on this creature. It gains indestructible until end of turn. Tap it.
Artifact Creature — Scarecrow Guest
Creature spells you cast have sticker kicker {1}. (You may pay an additional {1} as you cast a creature spell. If you do, you get {TK}, then you may put a sticker on it.)
Artifact Creature — Scarecrow
You may cast this card from your graveyard by paying 2 life and sacrificing an artifact or creature in addition to paying its other costs.
Artifact Creature — Scarecrow
Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
Sorcery
Amass Zombies 2, then the Army you amassed deals damage equal to its power to each non-Army creature. (To amass Zombies 2, put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Enchantment
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) Whenever you cast a multicolored spell, create a Treasure token. Then you may pay {W}{U}{B}{R}{G}. If you do, you may play the exiled card without paying its mana cost.
Creature — Zombie
This creature gets +1/+1 for each creature card in your opponents' graveyards.
Creature — Human Shaman
Whenever this creature attacks, each other creature you control gets +X/+X until end of turn, where X is this creature's power.
Creature — Human Druid
({R/G} can be paid with either {R} or {G}.) Sacrifice this creature: Add one mana of any color.
Stickers
{TK}{TK} — Whenever this creature attacks, put a +1/+1 counter on it. {TK}{TK}{TK} — Metalcraft — This permanent has protection from noncreature permanents as long as you control three or more artifacts. {TK}{TK} — 5/1 {TK}{TK}{TK}{TK} — 7/4
Creature — Human Mercenary
At the beginning of combat on your turn, up to one target creature gains first strike and vigilance until end of turn.
Instant
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.
Land
This land enters tapped unless you control a Mount or Vehicle. {T}: Add {G}. {1}{G}, {T}, Sacrifice this land: Create a 1/1 colorless Pilot creature token with "This token saddles Mounts and crews Vehicles as though its power were 2 greater." Activate only as a sorcery.
Instant
Ferocious — If you control a creature with power 4 or greater, damage can't be prevented this turn. Wild Slash deals 2 damage to any target.
Creature — Elf Druid
When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Creature — Elf Archer
Flash (You may cast this spell any time you could cast an instant.) Reach (This creature can block creatures with flying.) Whenever another non-Human creature you control enters, you may pay {X}. When you do, put X +1/+1 counters on this creature.
Creature — Zombie Jackal Cleric
Afflict 4 (Whenever this creature becomes blocked, defending player loses 4 life.) Whenever this creature attacks and isn't blocked, you may cast an instant or sorcery spell from your hand without paying its mana cost.
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Wildfire Howl deals 2 damage to each creature. If the gift was promised, instead Wildfire Howl deals 1 damage to any target and 2 damage to each creature.
Creature — Hydra
This creature enters with X +1/+1 counters on it. Whenever one or more +1/+1 counters are put on another non-Hydra creature you control, put a +1/+1 counter on this creature.
Instant
Target creature gets +2/+2 until end of turn. If it's blocking, instead put two +1/+1 counters on it. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Treefolk Spirit
Trample Whenever one or more cards leave your graveyard, put a +1/+1 counter on this creature. When this creature dies, you gain life equal to its power.
Creature — Elemental
Flying When this creature enters, scry 2.
Instant
Destroy target artifact or enchantment. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Elf Knight
({G/W} can be paid with either {G} or {W}.) Other green creatures you control get +1/+1. Other white creatures you control get +1/+1. If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.
Creature — Cat Monkey
{2}{G}: This creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {W}.
Creature — Spirit
Flying Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {W}. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Creature — Bird Wizard
Flying Cycling {U} ({U}, Discard this card: Draw a card.) When you cycle this card, target creature gains flying until end of turn.
Creature — Cat Warrior
Flying When this creature enters, mill three cards and you gain 3 life.
Instant
For any number of opponents, destroy target nonland permanent that player controls.
Creature — Sphinx
Flying Whenever a creature with flying attacks, you may draw a card.
Creature — Human Wizard
Flying Whenever you cast an instant, sorcery, or Wizard spell, you may draw a card. If you do, discard a card.
Sorcery
Destroy all creatures that aren't enchanted. They can't be regenerated.
Creature — Angel
Flash Flying When this creature enters during the declare attackers step, for each attacking creature, you may reselect which player or permanent that creature is attacking. (It can't attack its controller or their permanents.)