Inventory last scanned: 5/2/2026, 6:50:12 PM
Creature — Wall
Defender (This creature can't attack.) {B}, Sacrifice this creature: Destroy target creature this creature is blocking.
Creature — Wall
Defender (This creature can't attack.) {2}{B}, {T}: Target player discards a card. Activate only as a sorcery.
Creature — Wall
Defender (This creature can't attack.) This creature can block any number of creatures.
Artifact Creature — Wall
Defender (This creature can't attack.) When this creature blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
Creature — Wall
Defender (This creature can't attack.) {R}: This creature gets +1/+1 until end of turn.
Creature — Plant Wall
Defender (This creature can't attack.) {G}: Regenerate this creature.
Creature — Wall
Defender (This creature can't attack.) Flying At the beginning of each end step, if this creature was dealt damage this turn, put a +0/+1 counter on it.
Creature — Wall
Defender (This creature can't attack.) When this creature enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Artifact Creature — Wall
Defender (This creature can't attack.) Banding (If any creatures with banding you control are blocking a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by.)
Creature — Wall
Defender (This creature can't attack.)
Creature — Plant Wall
Defender (This creature can't attack.) Reach (This creature can block creatures with flying.)
Creature — Human Soldier Ally
Reach, deathtouch When this creature dies, if there's a Lesson card in your graveyard, you gain 2 life.
Instant
Exile target creature.
Creature — Merfolk Cleric
Whenever this creature becomes tapped, you gain 2 life.
Creature — Merfolk Scout
{1}, {T}, Tap another untapped creature you control: Tap target creature an opponent controls.
Sorcery
Exile target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature — Horror
Flying When this creature enters, look at the top six cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Human Bard Ally
Whenever this creature attacks, creatures you control get +1/+0 until end of turn.
Creature — Dragon Bard
At the beginning of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon. (Enter the first room or advance to the next room.)
Creature — Wolf
Creatures with power less than this creature's power can't block it.
Creature — Spirit
Flying This creature can block only creatures with flying.
Creature — Raccoon Bard
Whenever you expend 4, put a +1/+1 counter on this creature. (You expend 4 as you spend your fourth total mana to cast spells during a turn.) {T}: Add {R} or {G}.
Creature — Merfolk Wizard
Whenever this creature becomes tapped, target creature an opponent controls gets -3/-0 until end of turn.
Kindred Sorcery — Merfolk
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Return one or two target nonland permanents to their owners' hands. Then if you control a Merfolk, create a 1/1 white and blue Merfolk creature token for each permanent returned to its owner's hand this way.
Artifact
{3}, {T}: Target creature gains trample until end of turn.
Enchantment
At the beginning of your upkeep, you may put a verse counter on this enchantment. Sacrifice this enchantment: Target creature gets +X/+X until end of turn, where X is the number of verse counters on this enchantment.
Creature — Human Monk
Reach This creature has indestructible as long as it attacked a battle this turn.
Creature — Bird
Flying {5}{W}, {T}: Other creatures you control get +1/+1 until end of turn.
Enchantment — Aura
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature As this Aura enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura.
Artifact
This artifact enters tapped. {T}: Add {C}. During turns other than yours, this artifact is a 2/3 Gargoyle artifact creature with flying.
Creature — Elf Warlock
Morbid — At the beginning of your end step, if a creature died this turn, choose one — • You gain 2 life. • You draw a card and you lose 1 life.
Creature — Crocodile
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Instant
Kicker {B} (You may pay an additional {B} as you cast this spell.) Creatures you control get +2/+0 until end of turn. If this spell was kicked, whenever a creature you control dies this turn, draw a card.
Creature — Human Soldier
As an additional cost to cast this spell, tap two untapped artifacts, creatures, and/or lands you control.
Artifact — Spacecraft
When this Spacecraft enters, it deals damage equal to the number of artifacts you control to target creature an opponent controls. 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 6+.) 6+ | Flying
Creature — Elemental Soldier
Battalion — Whenever this creature and at least two other creatures attack, this creature gets +2/+0 until end of turn.
Creature — Minotaur Monger
{2}: This creature deals 1 damage to each creature without flying and each player. Any player may activate this ability.
Instant
Prevent all combat damage that would be dealt by target attacking creature this turn.
Instant
Warpath deals 3 damage to each blocking creature and each blocked creature.
Creature — Goblin Warrior
At the beginning of combat on your turn, you may blight 1. When you do, target creature gains haste until end of turn. (To blight 1, put a -1/-1 counter on a creature you control.)
Instant
Creatures you control get +1/+1 until end of turn.
Artifact — Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +3/+2 and is a Warrior in addition to its other types. Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Boar
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Creature — Human Rebel Ally
Haste Whenever another Ally you control enters, put a +1/+1 counter on that creature and it gains haste until end of turn.
Creature — Kithkin Citizen
At the beginning of your end step, if another creature entered the battlefield under your control this turn, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Cat Druid
When this creature enters or dies, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Dog
When this creature enters or dies, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Artifact Creature — Golem
When this creature enters, target player mills two cards. You gain 2 life. (To mill two cards, a player puts the top two cards of their library into their graveyard.)
Creature — Phyrexian Jellyfish
Flying This creature enters with an oil counter on it. When this creature dies, draw cards equal to the number of oil counters on it.
Creature — Giant Soldier
When this creature enters, create a 1/1 white Human creature token.
Creature — Human Soldier Ally
{5}: Creatures you control get +1/+1 until end of turn.
Creature — Human Soldier Ally
Waterbend {5}: Look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Instant
Until end of turn, target creature you control has base power and toughness 4/4 and gains flying and hexproof. (It can't be the target of spells or abilities your opponents control.)
Sorcery — Lesson
Draw three cards. Then discard a card unless you waterbend {2}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Artifact
{6}, {T}: Draw a card. This ability costs {1} less to activate for each Island you control.
Creature — Merfolk Spellshaper
{U}, {T}, Discard a card: Return target creature to its owner's hand.