Inventory last scanned: 4/27/2026, 1:49:19 AM
Artifact Creature — Construct
Whenever this creature attacks, exile target card from a graveyard. Unearth {1}{B} ({1}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature — Lizard Druid
Trample Whenever this creature attacks, another target creature you control gains trample and gets +X/+X until end of turn, where X is this creature's power.
Sorcery
Destroy target untapped creature.
Instant
Until end of turn, target creature gets +1/+3 and gains flying and toxic 1. (Players dealt combat damage by that creature also get a poison counter.)
Sorcery
Destroy target tapped creature.
Creature — Griffin
Flying
Enchantment
At the beginning of your upkeep, put a muster counter on this enchantment. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on this enchantment.
Sorcery
Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to up to one target creature an opponent controls.
Creature — Angel Warrior
Flying When this creature enters, return target noncreature, nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is the amount of mana spent to cast this creature. Warp {2}{W}
Artifact
{1}, {T}, Sacrifice this artifact: Add two mana of any one color. Draw a card at the beginning of the next turn's upkeep.
Creature — Phyrexian Wizard
Whenever you cast a noncreature spell, put an oil counter on this creature. Remove an oil counter from this creature: Target creature gains flying until end of turn. Activate only as a sorcery.
Artifact — Spacecraft
When this Spacecraft enters, put a +1/+1 counter on each creature you control. Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.) 8+ | Flying, trample
Artifact Creature — Toy
Whenever this creature attacks, you may have it get +4/+0 until end of turn. If you do, sacrifice it at the beginning of the next end step.
Artifact Creature — Gnome
Whenever this creature becomes tapped, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Human Ranger
Trample Whenever one or more cards leave your graveyard during your turn, put a +1/+1 counter on this creature.
Creature — Merfolk Wizard
When this creature enters, look at the top three cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Sorcery
Choose one — • Target opponent reveals their hand. You choose a nonland permanent card from it. That player discards that card. • Target creature gets -2/-2 until end of turn.
Enchantment
Other enchantments have "At the beginning of your upkeep, sacrifice this enchantment unless you pay {2}."
Enchantment
Sacrifice a land: Destroy target enchantment.
Creature — Aurochs
Trample Whenever this creature attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
Instant
Attacking creatures get +2/+0 until end of turn. Flashback {2}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Target creature gets +2/+2 until end of turn. Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Creature — Elephant Mount
When this creature enters and whenever it attacks while saddled, create a 3/3 green Elephant creature token. Saddle 5 (Tap any number of other creatures you control with total power 5 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Legendary Creature — Avatar
Shroud (This creature can't be the target of spells or abilities.) {G}: Until end of turn, Autumn Willow can be the target of spells and abilities controlled by target player as though it didn't have shroud.
Artifact — Equipment
When this Equipment enters, create a 2/2 colorless Robot artifact creature token and attach this Equipment to it. Equipped creature gets +1/+2 and has flying. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Equipped creature gets +1/+0 and has vigilance. Whenever equipped creature dies, if it was a Human, create a 1/1 white Spirit creature token with flying. Equip {2}
Creature — Human Cleric
{1}, {T}: Tap target non-Human creature.
Sorcery
Destroy X target snow lands.
Creature — Human Peasant Ally
Whenever another Ally you control enters, put a +1/+1 counter on this creature.
Creature — Zombie Bird Warrior
Flying When this creature enters, amass Zombies 1. (Put a +1/+1 counter 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 — Dwarf Berserker
{T}: Target creature gains haste until end of turn. (It can attack and {T} this turn.)
Land
{T}: Add {C}. {1}, {T}: Add {W}. {2}, {T}: Add {G} or {U}.
Creature — Human Advisor
{T}: Tap target creature with power 2 or less.
Enchantment
White creatures have plainswalk. (They can't be blocked as long as defending player controls a Plains.)
Creature — Drake
Flying {U}: This creature gets +1/+0 until end of turn. Activate only once each turn.
Legendary Creature — Djinn Sorcerer
Whenever you cast an instant or sorcery spell, you may tap three untapped creatures you control. If you do, copy that spell. You may choose new targets for the copy.
Creature — Human Wizard
When this creature enters, detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
Creature — Human Knight
Vigilance This creature can't be blocked.
Artifact
{T}: Add {W} or {U}. {W/U}{W/U}{W/U}{W/U}, {T}, Sacrifice this artifact: Draw two cards.
Creature — Human Knight
Flying, first strike Creatures your opponents control get -1/-0.
Instant — Lesson
Choose one or both — • Target creature gets -1/-1 until end of turn. • Put a +1/+1 counter on target creature.
Instant
Return target creature card from your graveyard to the battlefield. When you do, it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Return target creature or Vehicle card from your graveyard to the battlefield. Create a 1/1 colorless Pilot creature token with "This token saddles Mounts and crews Vehicles as though its power were 2 greater."
Creature — Badger Mole
When this creature enters, earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.) Creatures you control with +1/+1 counters on them have trample.
Sorcery
Return up to one target creature card from your graveyard to the battlefield. Return up to one target permanent card from your graveyard to your hand.