Inventory last scanned: 4/27/2026, 1:49:19 AM
Creature — Human Soldier
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature, then scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
Instant
Target creature gets +2/+2 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Legendary Creature — Human Scientist
When Baxter Stockman enters, create a 1/1 colorless Robot artifact creature token. At the beginning of combat on your turn, target artifact creature you control gets +3/+0 and gains first strike and vigilance until end of turn.
Creature — Bird
Flying, vigilance
Creature — Human Artificer
When this creature dies, 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.")
Artifact
Flash {3}, {T}, Sacrifice this artifact: It deals 3 damage to target creature.
Creature — Human Soldier
During your turn, this creature has first strike. {4}{W}: Creatures you control get +1/+1 until end of turn.
Creature — Elf Ranger
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Whenever another creature you control enters, this creature gets +1/+0 until end of turn.
Creature — Human Druid
When this creature enters, if you control a creature with power 4 or greater, draw a card. Plot {1}{G} (You may pay {1}{G} 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 — Human Knight
{4}{G}: Look at the top three 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 any order.
Legendary Creature — Boar Rhino Mutant
Whenever Bebop & Rocksteady attack or block, sacrifice a permanent unless you discard a card.
Legendary Creature — Boar Mutant Warrior
Menace (This creature can't be blocked except by two or more creatures.) Rhinos you control have menace. Swampcycling {2} ({2}, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
Instant
Exile target card from a graveyard. Create a 1/1 white and black Spirit creature token with flying.
Instant // Instant
Instant
Destroy target artifact, creature, or planeswalker.
Creature — Beast
Menace (This creature can't be blocked except by two or more creatures.) Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
Legendary Creature — Human Rogue Villain
Flying {1}{U}, Exile this card from your graveyard: Put a +1/+1 counter on target creature. It gains flying until end of turn. Activate only as a sorcery.
Creature — Human Citizen
Whenever this creature attacks, you may sacrifice another creature or artifact. If you do, draw a card and put a +1/+1 counter on this creature.
Sorcery
Destroy target land or nonblack creature. It can't be regenerated.
Creature — Ogre Warrior
Celebration — At the beginning of combat on your turn, if two or more nonland permanents entered the battlefield under your control this turn, target creature you control gets +1/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Creature — Human Cleric
Vigilance Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
Creature — Spirit
As an additional cost to cast this spell, waterbend {5}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) Flying, ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) When this creature enters, scry 2.
Creature — Unicorn
If a spell would deal damage to a permanent or player, it deals that much damage minus 1 to that permanent or player instead.
Creature — Merfolk Wizard
Whenever this creature enters or attacks, you may sacrifice an artifact. If you do, draw a card.
Creature — Djinn
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) At the beginning of your upkeep, you lose 2 life.
Creature — Merfolk Scout
{T}, Untap a tapped land an opponent controls: Add one mana of any type that land could produce.
Creature — Giant
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Enchantment
Whenever a green creature dies, its controller discards a card.
Creature — Human Berserker
This creature attacks each combat if able.
Legendary Creature — Frog Druid
Increment (Whenever you cast a spell, if the amount of mana you spent is greater than this creature's power or toughness, put a +1/+1 counter on this creature.) Whenever one or more +1/+1 counters are put on Berta, add one mana of any color. {X}, {T}: Create a 0/0 green and blue Fractal creature token and put X +1/+1 counters on it.
Artifact — Equipment
Equipped creature gets +2/+0. Celebration — At the beginning of combat on your turn, if two or more nonland permanents entered the battlefield under your control this turn, attach this Equipment to up to one target creature you control. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Vehicle
{T}: You get {E}{E} (two energy counters). {T}, Pay {E}{E}: Tap target creature. {T}, Pay {E}{E}{E}: Draw a card. Pay {E}{E}{E}{E}: This Vehicle becomes an artifact creature until end of turn. Crew 4
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. {4}{G}: Return this card from your graveyard to your hand.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card at the beginning of the next turn's upkeep. Whenever enchanted creature becomes blocked, it gets +4/+0 and gains trample until end of turn.
Instant
Target creature gets +4/+4 and gains trample until end of turn.
Enchantment — Aura
Enchant creature an opponent controls Whenever enchanted creature becomes tapped, you draw a card.
Instant
Target creature you control deals damage equal to its power to each of two other target creatures.
Instant
As an additional cost to cast this spell, sacrifice a creature or enchantment or pay {2}. Betrayer's Bargain deals 5 damage to target creature. If that creature would die this turn, exile it instead.
Instant
Draw three cards. Creatures your opponents control get -3/-0 until end of turn.
Artifact Creature — Construct
When this creature enters, choose up to one — • Target creature becomes prepared. (Only creatures with prepare spells can become prepared.) • Target creature becomes unprepared.
Creature — Shark Pirate
When this creature enters, return target creature an opponent controls to its owner's hand.
Creature — Goblin Assassin
When this creature dies, put a -1/-1 counter on up to one target creature.
Creature — Spirit
Flying When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.) Threshold — This creature gets +2/+1 as long as there are seven or more cards in your graveyard.
Enchantment — Aura
Enchant creature Whenever enchanted creature is dealt damage, this Aura deals that much damage to that creature's controller.
Enchantment — Aura
Enchant creature At the beginning of your upkeep, sacrifice this Aura unless you pay {1}{U}. You control enchanted creature. Enchanted creature gets +0/+1.
Sorcery
Target opponent reveals their hand. You may choose a nonland card from it. If you do, they discard it. Otherwise, you may put a face-up exiled card they own into their graveyard.
Enchantment
When this enchantment enters, 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.") Each creature you control enters with an additional +1/+1 counter on it for each land that entered the battlefield under your control this turn.
Creature — Hydra Mutant
Trample This creature enters with a +1/+1 counter on it for each loyalty counter on planeswalkers you control. Whenever one or more loyalty counters are put on planeswalkers you control, put that many +1/+1 counters on this creature.
Creature — Ooze
When this creature enters, create a 2/2 green Ooze creature token. At the beginning of your end step, put a +1/+1 counter on each Ooze you control. {1}{G}{G}{G}: Create a 2/2 green Ooze creature token.
Sorcery
Distribute three +1/+1 counters among one, two, or three target creatures, then double the number of +1/+1 counters on each of those creatures.