Inventory last scanned: 4/29/2026, 6:51:38 PM
Sorcery
Mill three cards, then return an instant or sorcery card from your graveyard to your hand. Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Creatures you control get +2/+1 until end of turn.
Creature — Human Peasant Ally
{1}, Sacrifice this creature: Destroy target artifact or enchantment.
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Creature — Human Knight
When this creature enters, creatures you control get +1/+1 until end of turn.
Creature — Human Knight
During your turn, this creature has first strike. (It deals combat damage before creatures without first strike.) During your turn, creatures you control with +1/+1 counters on them have first strike.
Creature — Human Soldier
Whenever this creature enters or attacks, it endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
Enchantment — Aura
Enchant creature At the beginning of the end step of enchanted creature's controller, this Aura deals 2 damage to that player unless that creature attacked this turn.
Artifact Creature — Robot
Flying When this creature enters, return target artifact or creature card from your graveyard to your hand. Void — At the beginning of your end step, if a nonland permanent left the battlefield this turn or a spell was warped this turn, put a +1/+1 counter on this creature.
Instant
Target creature gets +2/+2 and gains first strike until end of turn.
Instant
Counter target spell that targets a creature.
Enchantment
When this enchantment enters, each opponent loses 1 life, you gain 1 life, and you draw a card. Whenever you commit a crime, you may return this enchantment to its owner's hand. (It returns only from the battlefield. Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Instant
Exile two target artifacts.
Sorcery
Draw three cards. Create a 1/1 blue Faerie creature token with flying and "This token can block only creatures with flying."
Sorcery
Destroy target land. Into the Maw of Hell deals 13 damage to target creature.
Sorcery
Return up to two target creatures to their owners' hands.
Creature — Human Scout
Trample When this creature enters, another target Human you control gets +2/+2 until end of turn.
Creature — Insect Citizen
{3}: Put a +1/+1 counter on this creature. Activate only as a sorcery.
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. Create a 0/0 colorless Thopter artifact creature token with flying, then put a +1/+1 counter on it for each card put into your graveyard this way.
Creature — Spirit
Vigilance {T}, Sacrifice a Room: This creature deals 2 damage to each opponent. Draw a card.
Sorcery
Amass Zombies X, where X is the number of instant and sorcery cards in your graveyard. (Put X +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.)
Creature — Zombie Manticore
When this creature enters, 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.)
Creature — Human Warrior Ally
Flash When this creature enters, create a 1/1 white Ally creature token.
Artifact — Vehicle
When this Vehicle enters, return up to one other target nonland permanent to its owner's hand. Exhaust — Waterbend {3}: This Vehicle becomes an artifact creature. Put three +1/+1 counters on it. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}. Activate each exhaust ability only once.)
Instant
Invasive Maneuvers deals 3 damage to target creature. It deals 5 damage instead if you control a Spacecraft.
Creature — Dwarf Artificer
At the beginning of your end step, if you haven't cast a spell from your hand this turn and this creature doesn't have a flying counter on it, put a flying counter on it.
Artifact — Equipment
Flash When this Equipment enters, you get {E}{E} (two energy counters). When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+0. Equip—Pay {E}{E}.
Instant
If you control a Forest, rather than pay this spell's mana cost, you may have an opponent gain 3 life. Target creature gets +4/+4 until end of turn.
Enchantment — Aura
Enchant creature Prevent all damage that would be dealt to enchanted creature.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Wolverine
When this creature enters, exile the top card of your library. Until end of turn, you may play that card. Plot {2}{R} (You may pay {2}{R} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature — Drake
Flying When this creature enters, put target Aura card from a graveyard onto the battlefield under your control attached to this creature.
Legendary Creature — Vampire Dwarf
Green enchantment spells and white enchantment spells cost {2} more to cast.
Legendary Creature — Human Citizen Ally
When Iroh enters, create a Food token. At the beginning of combat on your turn, you may have target opponent gain control of target permanent you control. When you do, create a 1/1 white Ally creature token. Put a +1/+1 counter on that token for each permanent you own that your opponents control.
Artifact Creature — Golem
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, put a +1/+1 counter on target creature.
Artifact Creature — Demon
Vigilance, reach, trample
Instant
Target creature gets +0/+4 until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.)
Artifact Creature — Wurm
Prototype {2}{G}{G} — 2/5 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) Whenever this creature attacks, target attacking creature gets +X/+0 until end of turn, where X is this creature's power.
Creature — Giant Warrior
Reach Whenever you cast your second spell each turn, this creature deals 2 damage to target opponent. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Artifact Creature — Chimera
Vigilance Sacrifice this creature: Put a +2/+2 counter on target Chimera creature. It gains vigilance. (This effect lasts indefinitely.)
Creature — Elf Warrior
Discard a card: This creature gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)