Inventory last scanned: 4/30/2026, 6:50:56 PM
Creature — Rhino Bard
When this creature enters, look at the top X cards of your library, where X is the number of creatures you control. Put one of those cards into your hand and the rest into your graveyard.
Creature — Zombie
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, scry 1, then draw a card. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
Creature — Zombie Drake
As an additional cost to cast this spell, exile a creature card from your graveyard. Flying
Creature — Zombie Horror
This creature enters tapped. When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Creature — Homunculus
{1}{U}, {T}: Create a 2/2 blue Homunculus creature token, then sacrifice a creature.
Legendary Creature — Insect Mutant Scientist
Flying When Stockman enters, draw a card, then discard a card. Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Creature — Dwarf Knight
When this creature enters, you may return another target nonland permanent you control to its owner's hand. If you do, scry 2.
Creature — Elf Druid
{1}{B/G}, Exile this card from your graveyard: Create a 2/2 black and green Elf creature token. Activate only as a sorcery.
Creature — Sphinx
Flash Flying This creature has hexproof as long as you haven't cast a spell this turn.
Instant
Choose target creature you control and target Equipment. Gain control of that Equipment until end of turn. Attach it to the chosen creature. When you lose control of that Equipment this turn, if it's attached to a creature you control, unattach it.
Instant
Kicker—Sacrifice an artifact or creature. (You may sacrifice an artifact or creature in addition to any other costs as you cast this spell.) Target creature gets -2/-2 until end of turn. If this spell was kicked, that creature gets -5/-5 until end of turn instead.
Creature — Spirit Chimera
{W}, Exile this card from your graveyard: You gain 2 life. Surveil 1. Activate only as a sorcery. (Look at the top card of your library. You may put it into your graveyard.)
Sorcery
Destroy target land.
Creature — Elemental Spirit
This creature can't be blocked by creatures with flying.
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2. {R}: Enchanted creature gets +1/+0 until end of turn.
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Stonesplitter Bolt deals X damage to target creature or planeswalker. If this spell was bargained, it deals twice X damage to that permanent instead.
Creature — Human Shaman
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Stonewright is paired with another creature, each of those creatures has "{R}: This creature gets +1/+0 until end of turn."
Instant
Put a +1/+1 counter on target creature you control. Untap that creature.
Enchantment — Aura
Flash Enchant artifact or creature When this Aura enters, tap enchanted permanent. Enchanted permanent loses all abilities and doesn't untap during its controller's untap step.
Creature — Elemental
Flying {U}, Exile the top card of your library: Tap target creature with flying. {U}, Exile the top card of your library: If the exiled card is a snow land, this creature gets +1/+1 until end of turn.
Instant
Target creature gets +1/+0 and gains first strike until end of turn. Scry 1.
Sorcery
Until end of turn, creatures you control get +2/+2 and gain "Whenever this creature deals combat damage to a player or planeswalker, destroy target artifact or enchantment defending player controls."
Sorcery
Distribute four +1/+1 counters among up to four target creatures you control. Creatures you control gain vigilance and trample until end of turn.
Artifact — Equipment
Equipped creature gets +3/+0. Whenever equipped creature attacks, draw a card if you control three or more attacking creatures. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Enchantment
{2}, Discard a card at random: This enchantment deals 2 damage to any target.
Creature — Spirit
Flying This creature can block only creatures with flying. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Creature — Drake
Flying Whenever this creature becomes the target of a spell you control, draw a card.
Creature — Ogre Warrior
{1}, Sacrifice another creature or artifact: Put a +1/+1 counter on this creature and draw a card. Activate only as a sorcery.
Creature — Pegasus
Flying
Creature — Human Rogue
Whenever you cast a spell with mana value 5 or greater, put two +1/+1 counters on this creature.
Creature — Bird
Flying Sacrifice a land: Return this creature to its owner's hand.
Creature — Faerie Wizard
Flying Whenever you cast an Adventure spell, draw a card.
Creature — Elemental
Flying When this creature enters, target creature gains flying until end of turn. Basic landcycling {1}{U} ({1}{U}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Creature — Vampire
Flying, haste 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.) Max speed — This creature has lifelink.
Creature — Cat Citizen
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.) This creature assigns combat damage equal to its toughness rather than its power.
Instant
Target creature gets +2/+2 until end of turn. If you control an Equipment, create a 1/1 white Human Soldier creature token.
Instant
Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Target creature you control gets +2/+2 until end of turn. If this spell was kicked, put a +1/+1 counter on each creature you control.
Instant
Stress Dream deals 5 damage to up to one target creature. Look at the top two cards of your library. Put one of those cards into your hand and the other on the bottom of your library.
Creature — Bird
Flying, vigilance (Attacking doesn't cause this creature to tap.) {1}{U}, {T}: Draw a card, then discard a card.
Artifact — Vehicle
Flying When this Vehicle enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Instant
Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
Creature — Vampire Rogue
At the beginning of your end step, if an opponent lost life this turn, put a +1/+1 counter on target Vampire you control.
Creature — Vampire Soldier
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Creature — Human Mercenary
When this creature enters, you may return target Mercenary card from your graveyard to your hand.
Creature — Orc Pirate
Raid — When this creature enters, if you attacked this turn, exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
Sorcery
Target player sacrifices an artifact and a land of their choice. Structural Collapse deals 2 damage to that player.
Creature — Badger Beast Mount
Whenever this creature becomes saddled for the first time each turn, mill two cards, then this creature gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Enchantment — Aura
Flash Enchant artifact or creature When this Aura enters, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated.
Sorcery
Target player chooses three cards from their hand and puts them on top of their library in any order.
Instant
Counter target spell unless its controller pays {1}. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Sorcery
Subterranean Tremors deals X damage to each creature without flying. If X is 4 or more, destroy all artifacts. If X is 8 or more, create an 8/8 red Lizard creature token.