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.
Enchant land
When enchanted land becomes tapped, destroy it.
Flying (This creature can't be blocked except by creatures with flying or reach.)
On guard for larger dangers, we underestimated the power and speed of the Imp's muck-crusted claws.
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.
: This creature gets +1/+1 until end of turn.
"War is no picnic," my father liked to say. But the Ants seemed to disagree.
First strike
At the beginning of your upkeep, destroy this creature unless you pay . If this creature is destroyed this way, it deals 7 damage to you.
". . . [S]creams of horror rend th' affrighted skies." —Alexander Pope, The Rape of the Lock
Enchant land
At the beginning of the upkeep of enchanted land's controller, this Aura deals 1 damage to that player.
When this creature dies, exile it.
The ritual of plucking out an eye to gain future sight is but a curse that enables the living to see their own deaths.
Add .
: Counter target green spell.
Target spell or permanent becomes black. (Mana symbols on that permanent remain unchanged.)
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.
Whenever this creature deals damage, you gain that much life.
Whenever this creature deals damage, you gain that much life.
At the beginning of your end step, if this creature didn't attack this turn, it deals 2 damage to you unless it came under your control this turn.
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.
, Pay 2 life: Draw a card.
"There is no calamity greater than lavish desires.... And there is no greater disaster than greed."
—Tao Tê Ching 46
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"
Flying
At the beginning of your upkeep, sacrifice this creature unless you pay .
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.
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Her hand gently beckons, she whispers your name—
But those who go with her are never the same.
All creatures get -2/-0 until end of turn.
"Comes right outta th' ground. If ya can smell it, it's too late."
—Keevy Bogsbury
Target player discards X cards at random.
Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of combat.
When Raganorn unsealed the catacombs, he found more than the dead and their treasures.
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.
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.
At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment.
: This enchantment deals 1 damage to each creature and each player.
Whenever this creature deals damage to a player, that player gets a poison counter. (A player with ten or more poison counters loses the game.)
Sometimes the smallest nuisance can be the greatest pain.
Plague Rats's power and toughness are each equal to the number of creatures named Plague Rats on the battlefield.
During the dark times, the rats seemed to grow ever stronger.
, : Target opponent reveals their hand and discards a creature card at random. Activate only during your turn.
"Aw, he's just a silly, dirty little man. What's to be afraid of?"
Return target creature card from your graveyard to your hand.
: Destroy target tapped creature.
Trained in the arts of stealth, the Royal Assassins choose their victims carefully, relying on timing and precision rather than brute force.
"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.
: Target creature other than this creature has base power and toughness 0/2 until end of turn.
Enchant creature
Whenever enchanted creature becomes tapped, put a -0/-2 counter on it.
Destroy target nonartifact, nonblack creature. It can't be regenerated.
Prevent all damage that would be dealt to this creature by creatures.
Solitude drove the old hermit insane. Now he only keeps company with those he can catch.
Enchant creature
Enchanted creature gets +2/+1.
Flying (This creature can't be blocked except by creatures with flying or reach.)
: This creature gets +1/+0 until end of turn. Activate no more than twice each turn.
"For something is amiss or out of place When mice with wings can wear a human face."
—Theodore Roethke, "The Bat"
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.)
The Wall of Bone is said to be an aspect of the Great Wall in Hel, where the bones of all sinners wait for Ragnarok, when Hela will call them forth for the final battle.
Enchant artifact
At the beginning of the upkeep of enchanted artifact's controller, this Aura deals 1 damage to that player.
Enchant creature
Enchanted creature gets -2/-1.
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"
Tap X target creatures.
"That was the worst experience of my days: standing there helpless as they killed my whole troop."
—Maeveen O'Donagh, Memoirs of a Soldier
: Until your next upkeep, target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value.
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.
: Tap target Wall.
"When he reached the entrance of the cavern, he pronounced the words, 'Open, Sesame!'"
—The Arabian Nights, Junior Classics trans.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Haste (This creature can attack and as soon as it comes under your control.)
At the beginning of the end step, sacrifice this creature.
Flying
Four things that never meet do here unite
To shed my blood and to ravage my heart,
A radiant brow and tresses that beguile
And rosy cheeks and a glittering smile."
—The Arabian Nights, trans. Haddawy
If target creature has toughness 5 or greater, it gets +4/-4 until end of turn. Otherwise, it gets +4/-X until end of turn, where X is its toughness minus 1.