Inventory last scanned: 4/28/2026, 6:53:15 PM
Creature — Dinosaur
Trample When this creature enters, draw a card for each other Dinosaur you control.
Creature — Bird Spirit Avatar
Flying, vigilance Alliance — Whenever another creature you control enters, this creature gets +1/+0 until end of turn.
Creature — Human Knight
Vigilance Whenever this creature deals damage to a Goblin or Orc, destroy that creature.
Sorcery
As an additional cost to cast this spell, sacrifice a creature or pay {3}{B}. Exile target creature or planeswalker.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Instant
Destroy target creature with flying and all Equipment attached to that creature.
Creature — Avatar Praetor
First strike, trample At the beginning of your upkeep, put a -2/-2 counter on this creature. Sacrifice a creature: Remove a -2/-2 counter from this creature. If the sacrificed creature was a Thrull, put a +1/+0 counter on this creature. Activate only during your upkeep and only once each turn.
Land
This land enters tapped. {T}: Add {B}. {T}, Sacrifice this land: Add {B}{B}.
Instant
Choose one — • Target opponent loses 1 life and you gain 1 life. • Exile up to three target cards from a single graveyard. • Target creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
Artifact Creature — Rhino
Trample
Creature — Human Peasant
When this creature enters, mill three cards, then you may return a land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
Creature — Vampire Spirit
Descend 4 — As long as there are four or more permanent cards in your graveyard, this creature gets +1/+1 and has lifelink.
Creature — Goblin Scout
When this creature enters, look at the top four cards of your library. You may reveal a Goblin, Swamp, or Mountain card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Elemental Scout
When this creature enters, look at the top four cards of your library. You may reveal an Elemental, Island, or Mountain card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Kithkin Scout
When this creature enters, look at the top four cards of your library. You may reveal a Kithkin, Forest, or Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Merfolk Scout
When this creature enters, look at the top four cards of your library. You may reveal a Merfolk, Plains, or Island card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Artifact Creature — Robot Scout
Reach When this creature dies, each player creates a Lander token. (It's an artifact with "{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Land
This land enters tapped. As this land enters, choose a color. {T}: Add one mana of the chosen color. {3}, {T}, Sacrifice this land: Return target card that has an Adventure from your graveyard to your hand.
Creature — Dog
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, create a 1/1 black Rat creature token with "This token can't block."
Creature — Fish Dog
Trample (This creature can deal excess combat damage to the player it's attacking.) Whenever this creature attacks, another target creature you control gets +2/+2 and gains trample until end of turn.
Artifact
When this artifact enters, draw a card. {1}{B}, Sacrifice this artifact: Mill four cards. You may put a creature card from among them into your hand. (To mill four cards, put the top four cards of your library into your graveyard.)
Instant
Prevent all damage that would be dealt to you and creatures you control this turn by creatures.
Creature — Spirit Cleric
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.) {4}{B}, Exile this card from your graveyard: Return another target creature card from your graveyard to your hand.
Instant
Put two +1/+1 counters on target creature. Infusion — If you gained life this turn, that creature also gains trample and indestructible until end of turn.
Creature — Orc Monk
Vigilance Menace (This creature can't be blocked except by two or more creatures.) This creature enters with two +1/+1 counters on it if you've cast two or more spells this turn.
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. If you don't control a Faerie, exile a card from your hand.
Instant
This spell can't be countered. Return target nonland permanent to its owner's hand. Draw a card.
Creature — Cyclops
If a creature you control attacks, this creature also attacks if able.
Creature — Griffin
Flying, first strike
Creature — Goblin Warlock
When this creature enters, create a 1/1 black and red Goblin creature token.
Creature — Human Soldier
When this creature dies, put a +1/+1 counter on target creature you control. If that creature is a Human, put two +1/+1 counters on it instead.
Creature — Plant Wall
Defender, haste When this creature enters, until end of turn, whenever another creature dies, this creature deals 1 damage to each non-Wall creature. {T}: This creature deals 1 damage to any target.
Sorcery
Electro's Bolt deals 4 damage to target creature. Mayhem {1}{R} (You may cast this card from your graveyard for {1}{R} if you discarded it this turn. Timing rules still apply.)
Creature — Elemental Bird
Flying, vigilance Opus — Whenever you cast an instant or sorcery spell, this creature gets +1/+0 until end of turn. If five or more mana was spent to cast that spell, exile the top card of your library. You may play that card until the end of your next turn.
Creature — Human Wizard
Flash (You may cast this spell any time you could cast an instant.) Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Creature — Elephant Rat
Menace (This creature can't be blocked except by two or more creatures.)
Creature — Wurm
Vigilance, trample
Creature — Human Cleric
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature dies, create a 1/1 white Spirit creature token with flying.
Creature — Human Soldier
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, both creatures have hexproof. (They can't be the targets of spells or abilities your opponents control.)
Creature — Human Soldier
Heroic — Whenever you cast a spell that targets this creature, you may tap target creature.
Artifact
This artifact enters tapped. {T}, Sacrifice this artifact: You gain 4 life. {8}, {T}, Sacrifice this artifact: You gain 8 life.
Artifact
{3}, {T}: Exile the top card of your library. Until the beginning of your next upkeep, you may play that card.
Artifact
When this artifact enters, draw a card. Sacrifice this artifact: Choose a basic land type. Each land you control becomes that type until end of turn.
Instant
Elspeth's Smite deals 3 damage to target attacking or blocking creature. If that creature would die this turn, exile it instead.
Creature — Human Elf Ranger
Reach When this creature enters, create a 2/2 green Wolf creature token.
Sorcery
Return target card from your graveyard to your hand.
Artifact
{1}, {T}, Sacrifice this artifact: Target creature gets +2/+2 until end of turn.
Creature — Elf Cleric
{T}: Prevent the next 1 damage that would be dealt to any target this turn. If it's a green creature, prevent the next 2 damage instead.
Creature — Elf
{G}: Target creature gains trample until end of turn.