Inventory last scanned: 5/5/2026, 7:02:10 PM
Creature — Archon
Flying Other creatures you control that are enchanted by Auras you control have base power and toughness 4/4 and have flying.
Creature — Human Cleric
Archpriest of Iona's power is equal to the number of creatures 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, target creature gets +1/+1 and gains flying until end of turn.
Land
This land enters tapped. When this land enters, sacrifice it unless you pay {1}. {T}: Add one mana of any color.
Token Creature — Human
Arco-Flagellant can't block. Pay 3 life: Arco-Flagellant gains indestructible until end of turn.
Snow Land — Forest Plains
({T}: Add {G} or {W}.) This land enters tapped.
Snow Artifact
({S} can be paid with one mana from a snow source.) When this artifact enters, draw a card. {1}, {T}: Add one mana of any color.
Creature — Human Cleric Archer
Reach, lifelink Outlast {G/W} ({G/W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each other creature you control without a +1/+1 counter on it has outlast {G/W}.
Creature — Human Wizard
When this creature enters, add {R} for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Creature — Human Shaman
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Artifact
Legendary creatures don't untap during their controllers' untap steps. When this artifact enters, tap all legendary creatures.
Enchantment
{W}, Sacrifice an enchantment: Destroy target enchantment. {3}{U}{U}: Counter target enchantment spell.
Artifact
This artifact enters with two oil counters on it. Whenever two or more creatures attack, put an oil counter on this artifact. {2}, {T}, Remove two oil counters from this artifact: Exile another target nonland permanent. Its controller draws two cards.
Artifact Creature — Phyrexian Masticore
First strike, protection from multicolored At the beginning of your upkeep, sacrifice this creature unless you discard a card. When you discard a card this way, destroy target nonland permanent an opponent controls with mana value less than or equal to the mana value of the discarded card.
Creature — Human Kor Soldier
Affinity for creatures (This spell costs {1} less to cast for each creature you control.) Vigilance (Attacking doesn't cause this creature to tap.)
Sorcery
Return target artifact card from your graveyard to the battlefield.
Creature — Elf Druid
{T}: Untap two target lands.
Legendary Creature — Sphinx Wizard
Flying Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.
Creature — Wolf
This creature can't be blocked by creatures with power 2 or less.
Creature — Dinosaur
Vigilance (Attacking doesn't cause this creature to tap.) Whenever you attack with three or more creatures, put a +1/+1 counter on target creature you control.
Sorcery // Sorcery
Instant
Vehicles you control become artifact creatures until end of turn. Choose a Dwarf you control. Attach any number of Equipment you control to it.
Artifact Creature — Equipment Beast
Ward {2} (Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Equipped creature gets +2/+1 and has ward {2}. Reconfigure {4} ({4}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Artifact
{2}, {T}, Sacrifice this artifact: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
Creature — Sliver
All Sliver creatures have "{2}: This creature gets +0/+1 until end of turn."
Instant
Until end of turn, target creature gets +1/+0 and gains indestructible. (Damage and effects that say "destroy" don't destroy it.)
Creature — Elf Artificer
When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.
Creature — Armadillo
Ward {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) {3}{W}: This creature gets +X/+0 until end of turn, where X is its toughness.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each Plains you control and has flying.
Creature — Dinosaur
When this creature enters, you may reveal a Dinosaur card from your hand. If you do or if you control another Dinosaur, you gain 3 life.
Creature — Phyrexian Beast
This creature gets +3/+0 as long as it has three or more oil counters on it. {T}: Add one mana of any color. Whenever this creature becomes tapped, exile target card from a graveyard and put an oil counter on this creature.
Creature — Mouse
Celebration — This creature gets +0/+2 as long as two or more nonland permanents entered the battlefield under your control this turn.
Creature — Human Knight
Trample Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.
Creature — Orc Warrior
As long as this creature is equipped, it has menace. (It can't be blocked except by two or more creatures.)
Artifact — Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
Creatures target player controls get -2/-2 until end of turn.
Legendary Creature — Human Berserker
Haste Boast — {1}: You may change Arni's base power to 1 plus the greatest power among other creatures you control until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control fights up to one target creature you don't control. II — Add {R}. Put two +1/+1 counters on up to one target creature you control. III — You gain life equal to the greatest power among creatures you control.
Legendary Creature — Human Assassin
Deathtouch Other Assassins you control get +2/+0. Disguise {B}{R} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
Legendary Creature — Phyrexian Human
Menace (This creature can't be blocked except by two or more creatures.) {W}{B}, {T}, Sacrifice another creature: Put a +1/+1 counter on each creature you control.
Creature — Wurm
Trample Madness {2}{G} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Enchantment
When this enchantment enters, create a Blood token for each opponent you have. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip {2}.
Instant
Domain — Artillery Blast deals X damage to target tapped creature, where X is 1 plus the number of basic land types among lands you control.
Creature — Eldrazi
When you cast this spell, you may return target creature card from your graveyard to the battlefield. Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
Sorcery
This spell costs {1} less to cast if you control two or more legendary creatures. Scry 2, then draw two cards.
Legendary Creature — Human Knight
Vigilance {2}{W}, {T}: Create a 2/2 white Knight creature token with vigilance. {B}, {T}, Tap X untapped Knights you control: Destroy target creature with power X or less.
Enchantment
At the beginning of your upkeep, put a time counter on this enchantment. Once each turn, you may pay {0} rather than pay the mana cost for a spell you cast with mana value X or less, where X is the number of time counters on this enchantment.
Creature — Human Samurai
Haste Whenever a Samurai or Warrior you control attacks alone, it gets +1/+0 until end of turn for each Samurai or Warrior you control.
Snow Creature — Spirit
{S}{S}: This creature becomes a Spirit Warrior with base power and toughness 2/3. {S}{S}{S}: If this creature is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4. {S}{S}{S}{S}: If this creature is an Angel, put two +1/+1 counters on it and it gains "Whenever this creature deals combat damage to a player, draw a card."
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose a creature you control. Until your next turn, all damage that would be dealt to creatures you control is dealt to that creature instead. III — Return target creature card from your graveyard to the battlefield with a flying counter on it. That creature is an Angel Warrior in addition to its other types.
Land
{T}: Add {C}. Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Creature — Human Warrior
First strike, haste Whenever a player casts a spell from a graveyard, this creature deals 3 damage to that player.
Legendary Creature — Human Peasant
Haste Celebration — Whenever Ash attacks, if two or more nonland permanents entered the battlefield under your control this turn, put a +1/+1 counter on Ash.
Legendary Creature — Human Rebel Noble
Whenever Ashe attacks, look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Zombie
Haste {B}: Return this card from your graveyard to the battlefield. Activate only during your upkeep and only if three or more creature cards are above this card.