Inventory last scanned: 5/2/2026, 6:50:12 PM
Creature — Merfolk Scout
Flying When this creature enters, create a Map token. (It's an artifact with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. Waterbend {5}: Enchanted creature's owner shuffles it into their library. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Creature — Elemental
{U}, {T}, Sacrifice this creature: Tap up to three target creatures without flying.
Sorcery
Return each creature without a +1/+1 counter on it to its owner's hand.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature can't be blocked as long as you control a Gate.
Artifact
{2}, {T}, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Create three 2/2 white Knight creature tokens. Exile them at the beginning of the next cleanup step.
Creature — Human Pirate
When this creature enters, if you control an artifact, tap target artifact or creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Creature — Orc Monk
When this creature enters, return target nonland permanent card with mana value 2 or less from your graveyard to your hand. Flurry — Whenever you cast your second spell each turn, tap target creature an opponent controls.
Enchantment — Aura
Enchant artifact or creature When this Aura enters, you may pay {3}. If you do, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step.
Creature — Human Artificer
When this creature enters, draw a card. At the beginning of combat on your turn, if you control an Equipment, you may pay {1}. When you do, attach target Equipment you control to target creature you control.
Creature — Elf
{T}: Target creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)
Creature — Faerie
Flying, protection from red
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Artifact — Spacecraft
When this Spacecraft enters, create a 2/2 colorless Robot artifact creature token. 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 9+.) 9+ | Flying, first strike
Creature — Drix Artificer
When this creature enters, put a +1/+1 counter on each of up to two target creatures. Warp {2}{W} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Enchantment
When this enchantment enters, if you cast it, shuffle your hand and graveyard into your library, then draw seven cards. The first spell each player casts during each of their turns may be cast without paying its mana cost.
Enchantment — Aura
Enchant creature Enchanted creature gets -3/-2.
Creature — Cat Spirit Avatar
Trample Whenever this creature enters or attacks, you may sacrifice a token or a land. If you do, you gain 3 life. Disappear — At the beginning of your end step, if a permanent left the battlefield under your control this turn, draw a card.
Artifact
{2}, {T}: Target creature with power 3 or less gains flying until end of turn.
Creature — Human Soldier
{R}: Target creature gains haste until end of turn. (It can attack this turn.)
Creature — Plant Wall
Defender; reach (This creature can block creatures with flying.) You may choose not to untap this creature during your untap step. {T}: Tap target creature with flying blocked by this creature. That creature doesn't untap during its controller's untap step for as long as this creature remains tapped.
Creature — Zombie
At the beginning of your upkeep, sacrifice this creature unless you pay {B}.
Artifact
{2}, Exile the top two cards of your library: This artifact deals 1 damage to each creature with flying and each player.
Instant — Lesson
Target player draws two cards, then discards a card. Airbend up to two target creatures. (To airbend a creature, exile it. While it's exiled, its owner may cast it for {2} rather than its mana cost.)
Creature — Mouse Bard
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, look at the top five cards of your library. You may reveal a creature card with mana value 3 or less from among them. You may put it onto the battlefield if it's your turn. If you don't put it onto the battlefield, put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Human Rogue
Flash When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Artifact
When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield. {T}: Add {W}.
Land
{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Lesson or Shrine spell. {1}, {T}: Add one mana of any color.
Creature — Human Soldier Ally
Vigilance Other Allies you control get +1/+1.
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/+1, has "Whenever this creature attacks, you gain 1 life," and is a Cleric in addition to its other types. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Spirit Knight
Flying, first strike When this creature enters, destroy up to one target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by white creatures. Enchanted creature gets +2/+2 as long as an opponent controls a white permanent.
Instant
All creatures lose flying until end of turn. Sacrifice a snow land: Return this card from your graveyard to your hand.
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Instant
As an additional cost to cast this spell, sacrifice a creature. Target creature gets +4/+2 until end of turn.
Instant
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.) Tap up to two target creatures. Put a stun counter on either of them. Then put a stun counter on either of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Artifact Creature — Scarecrow
Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
Sorcery
Amass Zombies 2, then the Army you amassed deals damage equal to its power to each non-Army creature. (To amass Zombies 2, put two +1/+1 counters 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 — Bird
Flying, first strike {W}{W}: This creature gets +2/+0 until end of turn. Activate only once each turn.
Creature — Goat Beast
Haste
Creature — Dog
At the beginning of your upkeep, if a player has more life than each other player, the player with the most life gains control of this creature. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Elephant
Trample
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
Instant
Target creature gets +3/+1 and gains trample until end of turn. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Instant
Target creature gets +1/+1 until end of turn. That creature gets an additional +4/+4 until end of turn unless any player pays {2}.
Creature — Human Mercenary
At the beginning of combat on your turn, up to one target creature gains first strike and vigilance until end of turn.
Instant
As an additional cost to cast this spell, blight 2 or pay {1}. (To blight 2, put two -1/-1 counters on a creature you control.) Counter target spell.
Artifact Creature — Scarecrow
Defender {2}, Sacrifice this creature: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
Creature — Efreet
Protection from white {1}{R}: This creature gets +1/+0 until end of turn.
Artifact Creature — Scarecrow
Haste Delirium — This creature gets +1/+1 and has trample as long as there are four or more card types among cards in your graveyard.
Creature — Avatar
Trample, reach Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it. Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of colors of mana spent to cast it.
Creature — Giant Berserker
Vivid — This spell costs {1} less to cast for each color among permanents you control. Reach, trample