: This creature deals 1 damage to any target and 1 damage to you.
Fire is never a gentle master.
Enchant creature
Enchanted creature has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)
Whenever this creature attacks, it gets +1/-2 until end of turn.
, : Target creature gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)
Target spell or permanent becomes red. (Its mana symbols remain unchanged.)
Flying
, : This creature deals 1 damage to target attacking or blocking creature.
Noted neither for their good looks nor their charm, Manticores can be fearsome allies. As dinner companions, however, they are best left alone.
Destroy target artifact with mana value X. It can't be regenerated. Detonate deals X damage to that artifact's controller.
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.
"O to be a dragon . . . of silkworm size or immense . . ." —Marianne Moore, "O to Be a Dragon"
: 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.
Enchant creature
Enchanted creature has vigilance.
Warriors of the Tsunami-nito School spend years in training to master the way of effortless effort.
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 target creature or land. It can't be regenerated.
"Must not all things at the last be swallowed up in death?"
—Plato
Destroy all Plains.
Enchant creature
Enchanted creature gets +2/+2.
"O! it is excellent
To have a giant's strength, but it is tyrannous
To use it like a giant."
—William Shakespeare, Measure for Measure
: 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.
Trample
This creature doesn't untap during your untap step if it attacked during your last turn.
This creature can't attack unless defending player controls a Mountain.
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, preferring 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.
: Target creature can't be regenerated this turn.
Enchant creature
Enchanted creature gets +2/-2.
Inferno deals 6 damage to each creature and each player.
"Any scrap of compassion that still existed in my soul was permanently snuffed out when they cast me out into the flames."
—Mairsil, called the Pretender
This creature can't block creatures with power 2 or greater.
Generations of genetic weeding have given rise to the deviously cowardly Ironclaw clan. To say that Orcs in general are vicious, depraved, and ignoble does not do justice to the Ironclaw.
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.
Blue creatures don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player may choose any number of tapped blue creatures they control and pay for each creature chosen this way. If the player does, untap those creatures.
You and target opponent each flip a coin. Mana Clash deals 1 damage to each player whose coin comes up tails. Repeat this process until both players' coins come up heads on the same flip.
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.
In a rare display of ingenuity, the Orcs invented an incredibly destructive weapon. Most Orcish artillerists are those who dared criticize its effectiveness.
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.
Pyrotechnics deals 4 damage divided as you choose among any number of targets.
"Hi! ni! ya! Behold the man of flint, that's me! Four lightnings zigzag from me, strike and return."
—Navajo war chant
Choose one —
• Counter target blue spell.
• Destroy target blue permanent.
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.
: Add .
We are many wicks sharing a common tallow; we feed the skies with the ashes of our prey.
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.
Destroy target land.
Remove this card from your deck before playing if you're not playing for ante.
, Sacrifice this creature: Target opponent may pay 10 life. If that player doesn't, they reveal a card at random from their hand. Exchange ownership of the revealed card and Tempest Efreet. Put the revealed card into your hand and Tempest Efreet from anywhere into that player's graveyard. This change in ownership is permanent.
Enchant creature
Enchanted creature gets +1/+0.
: Regenerate enchanted creature.
"Union may be strength, but it is mere blind brute strength unless wisely directed."
—Samuel Butler
Destroy target Wall. It can't be regenerated.
: 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."
—Troll chant
Defender (This creature can't attack.)
Whenever this creature blocks a creature, that creature can't attack during its controller's next turn.
An ever-moving swarm of dust engulfs and disorients anything that comes near.
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 shuffles the cards from their hand into their library, then draws that many cards.
"'Tis the set of sails, and not the gales, Which tells us the way to go."
—Ella Wheeler Wilcox
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.
Flying
: Add one mana of any color.
Defender
"It had a mouth like that of a great beast, and gnashed its teeth as it strained to reach us. I am thankful it possessed no means of locomotion."
—Vervamon the Elder
Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add .
Flying
Whenever this creature blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.
The most terrifying thing about the Craw Wurm is probably the horrible crashing sound it makes as it speeds through the forest. This noise is so loud it echoes through the trees and seems to come from all directions at once.