Target creature gains flying until end of turn.
Whenever a Forest an opponent controls becomes tapped, you gain 1 life.
Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
A master of tactics, the Lord of Atlantis makes his people bold in battle merely by arriving to lead them.
Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk." This effect lasts indefinitely.)
Flying (This creature can't be blocked except by creatures with flying or reach.)
Of royal blood among the spirits of the air, the Mahamoti Djinn rides on the wings of the winds. As dangerous in the gambling hall as he is in battle, he is a master of trickery and misdirection.
Tap all lands target player controls and that player loses all unspent mana.
Most human scholars believe that Merfolk are the survivors of sunken Atlantis, humans adapted to the water. Merfolk, however, believe that humans sprang forth from Merfolk who adapted themselves in order to explore their last frontier.
Flying
At the beginning of your upkeep, sacrifice this creature unless you pay .
These beings embody the essence of true heroes long dead. Summoned from the dreamrealms, they rise to meet their enemies.
Enchant land
As this Aura enters, choose a basic land type.
Enchanted land is the chosen type.
Flying
"While, like a ghastly rapid river,
Through the pale door,
A hideous throng rush out forever,
And laugh—but smile no more."
—Edgar Allan Poe, "The Haunted Palace"
This creature can't attack unless defending player controls an Island.
: This creature deals 1 damage to any target.
When you control no Islands, sacrifice this creature.
Enchant enchantment
At the beginning of the upkeep of enchanted enchantment's controller, that player may pay any amount of mana. This Aura deals 2 damage to that player. Prevent X of that damage, where X is the amount of mana that player paid this way.
Counter target spell unless its controller pays . If that player doesn't, they tap all lands with mana abilities they control and lose all unspent mana.
: This creature deals 1 damage to any target.
Occasionally a member of the Institute of Arcane Study acquires a taste for worldly pleasures. Seldom do they have trouble finding employment.
Psionic Blast deals 4 damage to any target and 2 damage to you.
Enchant land
Whenever enchanted land becomes tapped, this Aura deals 2 damage to that land's controller.
This creature can't attack unless defending player controls an Island.
When you control no Islands, sacrifice this creature.
Legend has it that Serpents used to be bigger, but how could that be?
Cast this spell only during an opponent's turn, before attackers are declared.
Creatures the active player controls attack this turn if able.
At the beginning of the next end step, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn.
Change the text of target spell or permanent by replacing all instances of one color word with another. (For example, you may change "target black spell" to "target blue spell." This effect lasts indefinitely.)
Counter target spell with mana value X. (For example, if that spell's mana cost is , X is 5.)
Players skip their untap steps.
At the beginning of your upkeep, sacrifice this enchantment unless you pay .
Enchant artifact
You control enchanted artifact.
Target spell or permanent becomes blue. (Mana symbols on that permanent remain unchanged.)
Take an extra turn after this one.
Each player shuffles their hand and graveyard into their library, then draws seven cards. (Then put Timetwister into its owner's graveyard.)
You may tap or untap target artifact, creature, or land.
Return target creature to its owner's hand.
You may have this creature enter as a copy of any creature on the battlefield, except it doesn't copy that creature's color and it has "At the beginning of your upkeep, you may have this creature become a copy of target creature, except it doesn't copy that creature's color and it has this ability."
Destroy X target Mountains. Volcanic Eruption deals damage to each creature and each player equal to the number of Mountains put into a graveyard this way.
Defender, flying (This creature can't attack, and it can block creatures with flying.)
"This 'standing windstorm' can hold us off indefinitely? Ridiculous!" Saying nothing, she put a pinch of salt on the table. With a bang she clapped her hands, and the salt disappeared, blown away.
Defender (This creature can't attack.)
: This creature gets +1/+0 until end of turn.
A deafening roar arose as the fury of an enormous vertical river supplanted our serenity. Eddies turned into whirling geysers, leveling everything in their path.
Unpredictable as the sea itself, Water Elementals shift without warning from tranquility to tempest. Capricious and fickle, they flow restlessly from one shape to another, expressing their moods with their physical forms.
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Black creatures get +1/+1.
First strike (This creature deals combat damage before creatures without first strike.)
Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.)
Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight.
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
'Twas in the bogs of Cannelbrae My mate did meet an early grave 'Twas nothing left for us to save In the peat-filled bogs of Cannelbrae.
Remove this card from your deck before playing if you're not playing for ante.
Discard your hand, ante the top card of your library, then draw seven cards.
Enchant land
At the beginning of the upkeep of enchanted land's controller, this Aura deals 1 damage to that player.
Add .
Remove this card from your deck before playing if you're not playing for ante.
You own target card in the ante. Exchange that card with the top card of your library.
: Counter target green spell.
Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.)
Remove this card from your deck before playing if you're not playing for ante.
Each player antes the top card of their library.
: Destroy target land.
At the beginning of your upkeep, unless you pay , tap this creature and sacrifice a land of an opponent's choice.
Created to destroy Dominia, Demons can sometimes be bent to a more focused purpose.
Search your library for a card, put that card into your hand, then shuffle.
Spend only black mana on X.
Drain Life deals X damage to any target. You gain life equal to the damage dealt, but not more life than the player's life total before the damage was dealt, the planeswalker's loyalty before the damage was dealt, or the creature's toughness.
: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Bones scattered around us joined to form misshapen bodies. We struck at them repeatedly—they fell, but soon formed again, with the same mocking look on their faceless skulls.
Enchant land
Enchanted land is a Swamp.
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
: This creature gets +1/+1 until end of turn.
"There are some qualities—some incorporate things,/ That have a double life, which thus is made/ A type of twin entity which springs/ From matter and light, evinced in solid and shade."
—Edgar Allan Poe, "Silence"
White spells cost more to cast.
Activated abilities of white enchantments cost more to activate.
Target creature gets +X/+0 until end of turn.
Flying
Whenever this creature deals damage to an opponent, that player discards a card at random.
"...There was no trace/ Of aught on that illumined face..."
—Samuel Coleridge, "Phantom"
As this enchantment enters, you lose life equal to your life total.
You don't lose the game for having 0 or less life.
If you would gain life, draw that many cards instead.
Whenever you're dealt damage, sacrifice that many nontoken permanents. If you can't, you lose the game.
When this enchantment is put into a graveyard from the battlefield, you lose the game.
Flying, trample
At the beginning of your upkeep, sacrifice a creature other than this creature. If you can't, this creature deals 7 damage to you.
Target player discards X cards at random.
Haste
At the beginning of your upkeep, if this card is in your graveyard with three or more creature cards above it, you may put this card onto the battlefield.
: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. Destroy it at the beginning of the next end step if it didn't attack this turn. Activate only during an opponent's turn, before attackers are declared.
Flying (This creature can't be blocked except by creatures with flying or reach.)
Nightmare's power and toughness are each equal to the number of Swamps you control.
The Nightmare arises from its lair in the swamps. As the poisoned land spreads, so does the Nightmare's rage and terrifying strength.
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap the creature.