Inventory last scanned: 4/30/2026, 6:50:56 PM
Creature — Elf Warrior
This creature can't be blocked by more than one creature. {5}: Target Elf you control gets +2/+2 until end of turn.
Creature — Human Wizard
When this creature enters, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.
Creature — Human Druid
When this creature enters, put a +1/+1 counter on target creature. Renew — {3}{G}, Exile this card from your graveyard: Put a +1/+1 counter on target creature, then double the number of +1/+1 counters on that creature. Activate only as a sorcery.
Artifact — Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+0, has "Whenever this creature attacks, untap target attacking creature," and is a Cleric in addition to its other types. Hagneia — Equip {3}
Creature — Vedalken Wizard
Whenever another blue creature you control enters, target player mills two cards.
Creature — Vedalken Wizard
When this creature enters, scry 2.
Instant
Destroy target creature with flying. Sagittars' Volley deals 1 damage to each creature with flying your opponents control.
Creature — Beast
Reach Renew — {4}{G}, Exile this card from your graveyard: Put two +1/+1 counters and a reach counter on target creature. Activate only as a sorcery.
Creature — Merfolk Warrior
Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on this creature and it can't be blocked this turn.
Artifact Creature — Drake
Flying When this creature enters, look at the top card of target opponent's library.
Legendary Planeswalker — Saheeli
Whenever you cast a noncreature spell, create a 1/1 colorless Servo artifact creature token. −2: Target artifact you control becomes a copy of another target artifact or creature you control until end of turn, except it's an artifact in addition to its other types.
Creature — Human Monger
{2}: Target creature gains flying until end of turn. Any player may activate this ability.
Creature — Beast
Affinity for creatures (This spell costs {1} less to cast for each creature you control.) When this creature enters, draw a card.
Sorcery
Destroy target creature. Create two 1/1 red Warrior creature tokens. They gain haste until end of turn. Sacrifice them at the beginning of the next end step.
Artifact Creature — Construct
{1}: Add one mana of any color. Activate only once each turn.
Sorcery
You gain 2 life. Create 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.")
Legendary Creature — Human Artificer
At the beginning of your end step, if you control two or more tapped creatures, create a tapped 2/2 colorless Robot artifact creature token.
Creature — Human Cleric
{W}{W}, {T}: Prevent the next 4 damage that would be dealt this turn to target creature you control. Tap that creature. It doesn't untap during your next untap step.
Creature — Human Cleric
Whenever this creature becomes tapped, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Artifact — Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +2/+2, has trample and haste, and is a Samurai in addition to its other types. Murasame — Equip {5}
Instant
Target creature gets +2/+1 and gains haste until end of turn. Scry 1.
Legendary Creature — Goblin Sorcerer
Vivid — At the beginning of your first main phase, reveal cards from the top of your library until you reveal X nonland cards, where X is the number of colors among permanents you control. For each of those colors, you may exile a card of that color from among the revealed cards. Then shuffle. You may cast the exiled cards this turn.
Sorcery
Destroy target artifact or enchantment. You gain 3 life.
Enchantment
Whenever an opponent taps a Mountain for mana, you may gain 1 life.
Artifact Creature — Wall
Defender {2}{W}, {T}: Tap target creature. You may put a stun counter on it. If you do, put a stun counter on this creature. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Creature — Human Cleric
{T}: Prevent the next 2 damage that would be dealt to any target this turn.
Land
This land enters tapped. You may choose not to untap this land during your untap step. At the beginning of your upkeep, if this land is tapped, put a storage counter on it. {T}, Remove any number of storage counters from this land: Add {U} for each storage counter removed this way.
Creature — Crocodile
Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)
Creature — Merfolk
Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Human Rogue
Whenever you sacrifice another permanent, put a +1/+1 counter on this creature. When this creature dies, you may exile it. When you do, return target creature card with mana value less than or equal to this creature's power from your graveyard to the battlefield.
Instant
Choose one — • Destroy target creature with power 4 or greater. • Earthbend 3. (Target land you control becomes a 0/0 creature with haste that's still a land. Put three +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Sorcery
Mayhem {3}{B} (You may cast this card from your graveyard for {3}{B} if you discarded it this turn. Timing rules still apply.) All creatures get -2/-2 until end of turn. If this spell's mayhem cost was paid, creatures your opponents control get -2/-2 until end of turn instead.
Creature — Goblin Soldier
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, it endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
Creature — Lizard
Flash When this creature enters, if an opponent cast a blue and/or black spell this turn, look at the top four cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Instant
Sandstorm deals 1 damage to each attacking creature.
Creature — Worm
Haste When this creature enters, destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Creature — Vampire Cleric
Flying, lifelink Disguise {W/B}{W/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, another target creature you control gains lifelink until end of turn.
Artifact
When this artifact enters, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") Whenever you sacrifice a Blood token, you may have this artifact become a 3/3 Vampire artifact creature with haste until end of turn.
Creature — Vampire Warlock
Whenever this creature attacks, each opponent loses 1 life and you gain 1 life.
Creature — Skeleton
{2}{B}: Return this card from your graveyard to your hand.
Artifact Creature — Construct
When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Instant
Choose one — • Target player draws a card at the beginning of the next turn's upkeep. • Target creature gains flying until end of turn. • Target creature an opponent controls phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
Creature — Drake
Flying Each creature you control with a +1/+1 counter on it has flying.
Creature — Beast
{U}: Mill a card. If a land card was milled this way, this creature can't be blocked this turn.
Land
This land enters tapped. {T}: Put a storage counter on this land. {T}, Remove any number of storage counters from this land: Add {U} for each storage counter removed this way.
Creature — Merfolk
When this creature attacks or blocks, put it on top of its owner's library at end of combat.
Creature — Merfolk
When this creature becomes blocked, return it to its owner's hand.
Instant
Choose one — • Target creature gets +3/+3 until end of turn. • Destroy target creature with flying.
Artifact Creature — Goblin
Haste {3}{R}, Sacrifice this creature: It deals 4 damage to target creature.
Creature — Dryad
Defender {T}, Tap an untapped creature you control: Add one mana of any color.
Creature — Satyr Rogue
{3}{G}: Target creature must be blocked this turn if able.
Creature — Human Lizard Warrior
{4}{G}{G}: Adapt 4. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.)
Instant
Escalate {1} (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Creatures target player controls gain trample until end of turn. • Savage Alliance deals 2 damage to target creature. • Savage Alliance deals 1 damage to each creature target opponent controls.
Sorcery
Target creature you control gets +2/+2 until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.)
Instant
Target creature gets +2/+2 until end of turn. Untap that creature.
Instant
Return target creature you own to your hand. Flashback {W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Human Knight
Vigilance Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on this creature.
Creature — Kor Survivor
Survival — At the beginning of your second main phase, if this creature is tapped, return target creature card with mana value 3 or less from your graveyard to your hand.