As an additional cost to cast this spell, sacrifice a creature.
Add an amount of equal to the sacrificed creature's mana value.
"They groaned, they stirred, they all uprose,
Nor spake, nor moved their eyes;
It had been strange, even in a dream,
To have seen those dead men rise."
—Samuel Coleridge, "The Rime of the Ancient Mariner"
At the beginning of each end step, put a corpse counter on this creature for each creature that died this turn.
Remove a corpse counter from this creature: Regenerate this creature.
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
You gain life equal to the damage dealt to you this turn. Simulacrum deals damage to target creature you control equal to the damage dealt to you this turn.
Destroy target land.
Destroy target nonartifact, nonblack creature. It can't be regenerated.
Enchant creature
Enchanted creature gets +2/+1.
Defender (This creature can't attack.)
: 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.)
Enchant artifact
At the beginning of the upkeep of enchanted artifact's controller, this Aura deals 1 damage to that player.
: Add .
Flying (This creature can't be blocked except by creatures with flying or reach.)
: 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.)
"About, about, in reel and rout
The death-fires danced at night;
The water, like a witch's oils,
Burnt green, and blue and white."
—Samuel Coleridge, "The Rime of the Ancient Mariner"
Look at target opponent's hand and choose a card from it. You control that player until Word of Command finishes resolving. The player plays that card if able. While doing so, the player can activate mana abilities only if they're from lands that player controls and only if mana they produce is spent to activate other mana abilities of lands the player controls and/or to play that card. If the chosen card is cast as a spell, you control the player while that spell is resolving.
Other Zombie creatures have swampwalk. (They can't be blocked as long as defending player controls a Swamp.)
Other Zombies have ": Regenerate this permanent."
They say the Zombie Master controlled these foul creatures even before his own death, but now that he is one of them, nothing can make them betray him.
Enchant creature
Enchanted creature has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)
Target spell or permanent becomes red. (Its mana symbols remain unchanged.)
Disintegrate deals X damage to any target. If it's a creature, it can't be regenerated this turn, and if it would die this turn, exile it instead.
Flying
: This creature gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.
: Destroy target Wall.
Foolishly, Najib retreated to his castle at El-Abar; the next morning he was dead. In just one night, the dwarven forces had reduced the mighty walls to mere rubble.
: Target creature with power 2 or less can't be blocked this turn.
Earth Elementals have the eternal strength of stone and the endurance of mountains. Primordially connected to the land they inhabit, they take a long-term view of things, scorning the impetuous haste of short-lived mortal creatures.
Earthquake deals X damage to each creature without flying and each player.
Cast this spell only during the declare blockers step.
Remove target creature defending player controls from combat. Creatures it was blocking that had become blocked by only that creature this combat become unblocked. You may have it block an attacking creature of your choice.
Fire Elementals are ruthless infernos, annihilating and consuming their foes in a frenzied holocaust. Crackling and blazing, they sear swift, terrible paths, leaving the land charred and scorched in their wake.
This spell costs more to cast for each target beyond the first.
Fireball deals X damage divided evenly, rounded down, among any number of targets.
Enchant creature
: Enchanted creature gets +1/+0 until end of turn.
"And topples round the dreary west,
A looming bastion fringed with fire."
—Alfred, Lord Tennyson, "In Memoriam"
Destroy all Plains.
Copy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy.
: This creature gains flying until end of turn.
"From up here we can drop rocks and arrows and more rocks!"
"Uh, yeah boss, but how do we get down?"
Other Goblins get +1/+1 and have mountainwalk.
To become king of the Goblins, one must assassinate the previous king. Thus, only the most foolish seek positions of leadership.
Flying
: This creature gets +0/+1 until end of turn.
"While most overworlders fortunately don't realize this, Gargoyles can be most delicious, providing you have the appropriate tools to carve them."
—Asmoranomardicadaistinaculdacar,
The Underworld Cookbook
The Ogre philosopher Gnerdel believed the purpose of life was to live as high on the food chain as possible. She refused to eat vegetarians, and preferred to live entirely on creatures that preyed on sentient beings.
Fortunately, Hill Giants have large blind spots in which a human can easily hide. Unfortunately, these blind spots are beneath the bottoms of their feet.
The Minotaurs of the Hurloon Mountains are known for their love of battle. They are also known for their hymns to the dead, sung for friend and foe alike. These hymns can last for days, filling the mountain valleys with their low, haunting sounds.
This creature can't block creatures with power 2 or greater.
Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control.
Lightning Bolt deals 3 damage to any target.
Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
Whenever a player taps a land for mana, this enchantment deals 1 damage to that player.
The intricate dynamics of Rundvelt Goblin affairs are often confused with anarchy. The chaos, however, is the chaos of a thundercloud, and direction will sporadically and violently appear. Pashalik Mons and his raiders are the thunderhead that leads in the storm.
: This creature deals 2 damage to any target and 3 damage to you.
Attacking creatures you control get +1/+0.
At the beginning of each player's upkeep, this enchantment deals X damage to that player, where X is the number of untapped lands they controlled at the beginning of this turn.
Whenever one or more creatures you control attack, each defending player divides all creatures without flying they control into a "left" pile and a "right" pile. Then, for each attacking creature you control, choose "left" or "right." That creature can't be blocked this combat except by creatures with flying and creatures in a pile with the chosen label.
Choose one —
• Counter target blue spell.
• Destroy target blue permanent.
Flying
We encountered a valley topped with immense boulders and eerie rock formations. Suddenly one of these boulders toppled from its perch and spread gargantuan wings, casting a shadow of darkness and sending us fleeing in terror.
This creature enters with X +1/+1 counters on it.
For each 1 damage that would be dealt to this creature, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage.
: Prevent the next 1 damage that would be dealt to this creature this turn.
: Put a +1/+1 counter on this creature. Activate only during your upkeep.
This creature gets +1/+1 as long as you control a Swamp.
: Regenerate this creature.
The stench in the hovel was overpowering; something loathsome was cooking. Occasionally something surfaced in the thick paste, but my host would casually push it down before I could make out what it was.
Destroy target artifact.
Flying
: This creature gets +1/+0 until end of turn.
While it's true most Dragons are cruel, the Shivan Dragon seems to take particular glee in the misery of others, often tormenting its victims much like a cat plays with a mouse before delivering the final blow.
Players can't untap more than one creature during their untap steps.
: Target creature you control with toughness less than this creature's power gains flying until end of turn. Destroy that creature at the beginning of the next end step.
What goes up, must come down.
Destroy target land.
Destroy target Wall. It can't be regenerated.
Trample
This creature can block an additional creature each combat.
: Regenerate this creature.
"Oi oi oi, me gotta hurt in 'ere,
Oi oi oi, me smell a ting is near,
Gonna bosh 'n gonna nosh 'n da
hurt'll disappear."
—Traditional
Defender (This creature can't attack.)
: This creature gets +1/+0 until end of turn.
Conjured from the bowels of hell, the fiery wall forms an impassable barrier, searing the soul of any creature attempting to pass through its terrible bursts of flame.
Defender (This creature can't attack.)
The Earth herself lends her strength to these walls of living stone, which possess the stability of ancient mountains. These mighty bulwarks thwart ground-based troops, providing welcome relief for weary warriors who defend the land.
Each player discards their hand, then draws seven cards.
Enchant creature
Enchanted creature gets +X/+Y, where X is half the number of Forests you control, rounded down, and Y is half the number of Forests you control, rounded up.