Inventory last scanned: 4/28/2026, 6:53:15 PM
Artifact Creature — Juggernaut
Echo {4} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Sacrifice an artifact: Put a +1/+1 counter on target creature.
Artifact
When this artifact enters, 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.) Whenever another artifact you control enters, this artifact becomes a 4/4 Phyrexian Eye artifact creature until end of turn.
Enchantment
At the beginning of your upkeep, scry 1. {5}{U}: Exchange control of this enchantment and target nonland permanent. Activate only as a sorcery.
Artifact
{T}: Add {W}. Spend this mana only to cast an artifact spell or activate an ability of an artifact source. {2}{W}, {T}, Exile one or more other artifacts you control with total mana value X: Return target artifact card with mana value X or less from your graveyard to the battlefield. Activate only as a sorcery.
Sorcery
Exile target artifact or enchantment.
Creature — Faerie Rogue
Flash Flying When this creature enters, target creature an opponent controls gets -2/-0 until end of turn.
Instant
Target creature gets -X/-X until end of turn. That creature gets an additional -3/-3 until end of turn if you controlled a Faerie as you cast this spell.
Creature — Faerie Detective
Flying Disguise {1}{U/B}{U/B} (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.) When this creature is turned face up, look at the top two cards of your library. Put one into your hand and the other into your graveyard.
Enchantment — Aura
Enchant creature Enchanted creature gets -4/-4. When enchanted creature dies, 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.)
Instant
Return target nonland permanent to its owner's hand. If you control a Desert, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Enchantment — Aura
Enchant creature you control When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield. Enchanted creature gets +2/+2.
Instant
Target permanent you control gains protection from the color of your choice until end of turn. Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control and you create a Treasure token." (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Vampire Archer
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it. {2}{R}: This creature deals damage to target creature equal to the number of +1/+1 counters on this creature.
Creature — Vampire
Sacrifice a creature: This creature gains flying until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on this creature.
Creature — Human Soldier
First strike Whenever this creature or another creature you control enters, target creature gets +2/+0 until end of turn.
Creature — Human Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) This creature can't block.
Sorcery
Put target land on top of its owner's library.
Enchantment — Aura
Enchant creature When enchanted creature dies, return that card to the battlefield under your control.
Instant
Creatures without flying can't block this turn.
Instant
Choose one — • Creatures you control get +1/+1 until end of turn. • Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
Creature — Human Cleric
When this creature enters, each player discards a card. If you discarded a card this way, draw a card.
Instant
Target creature gets +3/+0 and gains trample until end of turn.
Instant — Lesson
Untap one or two target creatures. They each get +2/+2 until end of turn.
Creature — Ape Druid
Flash When this creature enters, another target creature or Vehicle you control gets +2/+2 until end of turn.
Legendary Creature — Human Warrior
Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn. (Melds with Vanille, Cheerful l'Cie.)
Creature — Ape Druid
Reach When this creature enters, you may search your library and/or graveyard for a creature card with no abilities, reveal it, and put it into your hand. If you search your library this way, shuffle.
Legendary Creature — Human Mercenary
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) Whenever you attack, Far Fortune deals 1 damage to each opponent. Max speed — If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
Creature — Zombie
When this creature enters, target creature gets -2/-2 until end of turn.
Creature — Human Scout
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks and isn't blocked, its controller may have it deal damage equal to its power plus 2 to another target creature. If that player does, the attacking creature assigns no combat damage this turn.
Creature — Human Cleric
{1}: Add {W}. If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Look at the top four cards of your library. If this spell was bargained, look at the top eight cards of your library instead. Put two of them into your hand and the rest on the bottom of your library in a random order.
Sorcery
This spell costs {1} less to cast for each opponent you attacked this turn. Goad all creatures your opponents control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Instant
Choose target creature. When that creature dies this turn, you earthbend 4. (Target land you control becomes a 0/0 creature with haste that's still a land. Put four +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Instant
This spell costs {2} less to cast if it targets a tapped creature. Destroy target nonland permanent.
Enchantment
Flash This enchantment enters with X fire counters on it. If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus an amount of damage equal to the number of fire counters on this enchantment instead.
Sorcery
Target player skips their next draw step.
Creature — Human Soldier
Sacrifice a land: This creature gets +2/+0 and gains first strike until end of turn. Activate only once each turn.
Enchantment — Aura
Enchant creature Whenever enchanted creature blocks, you gain 3 life.
Legendary Creature — Homunculus
When Fblthp enters, draw a card. If it entered from your library or was cast from your library, draw two cards instead. When Fblthp becomes the target of a spell, shuffle Fblthp into its owner's library.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
Enchantment Creature — Nightmare
As an additional cost to cast this spell, exile a creature you control. Flying When this creature enters, exile target creature an opponent controls. When this creature leaves the battlefield, put each card exiled with it into its owner's hand.
Enchantment Creature — Nightmare
When this creature enters, it deals 4 damage to each opponent. Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, this creature deals that amount of damage to target creature that player controls.
Enchantment Creature — Nightmare
Whenever this creature deals combat damage to a player, draw that many cards.
Enchantment Creature — Nightmare
Flying Whenever this creature attacks, target creature defending player controls gets -2/-0 and loses flying until your next turn.
Enchantment Creature — Nightmare
When this creature enters, tap up to one target creature. If an opponent controls that creature, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Enchantment Creature — Nightmare
Flying, lifelink This creature can't block. Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return this card from your graveyard to your hand.
Enchantment Creature — Nightmare
When this creature dies, it deals 1 damage to any target and you gain 1 life.
Enchantment Creature — Nightmare
Vigilance Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Enchantment Creature — Nightmare
Whenever this creature attacks, if defending player controls no Glimmer creatures, it gains menace and deathtouch until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Creature — Dwarf Berserker
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Double strike
Creature — Fish Pirate
Haste Vehicles you control have haste. Whenever you attack, if a Pirate and a Vehicle attacked this combat, draw three cards, then discard two cards.