: Prevent the next 1 damage that would be dealt to any target this turn.
, : Target creature gains vigilance until end of turn.
One light, one blade, one purpose.
—Vow of the Serra Paladins
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
"You have almost completed your four years, my son. Soon you shall be a skyknight."
—Arna Kennerüd, skyknight
Creatures you control get +0/+2 until end of turn.
The strongest walls are made not of stone or steel but of the focused strength of warriors.
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
Whenever enchanted creature deals damage, you gain that much life.
"I regret feeding Kaervek's hunger for power—far better to live with animals innocent of such ambitions."
—Jolrael
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.
Not all victories require defeat.
—Onean idiom
First strike (This creature deals combat damage before creatures without first strike.)
I heard their eerie howling, the wolves calling their kindred across the frozen plains.
Defender (This creature can't attack.)
Flying
Just as the evil ones approached to slay Justina, she cast a great spell, imbuing her weapons with her own life force. Thus she fulfilled the prophecy: "In the death of your savior will you find salvation."
First strike (This creature deals combat damage before creatures without first strike.)
Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
Destroy all creatures. They can't be regenerated.
Creature spells can't be cast.
Pay 4 life: Destroy this enchantment. It can't be regenerated. Any player may activate this ability.
Thunder in the wind / no rain / peace mourns its passing.
Flying
These spirits of the air are winsome and wild and cannot be truly contained. Only marginally intelligent, they often substitute whimsy for strategy, delighting in mischief and mayhem.
Enchant creature
Enchanted creature can't be the target of spells and can't be enchanted by other Auras.
Flying
Little dreamt could seem so cruel
As waiting for the wings outspread,
The jagged teeth, the burning eyes,
And dagger-claws that clench to nerves.
Enchant creature
At the beginning of your upkeep, sacrifice this Aura unless you pay .
You control enchanted creature.
Enchanted creature gets +0/+1.
"What I want, I take."
—Gustha Ebbasdotter, Kjeldoran royal mage
Return target permanent to its owner's hand.
"O! call back yesterday, bid time return."
—William Shakespeare,
King Richard the Second
Return target permanent to its owner's hand.
Draw three cards, then put two cards from your hand on top of your library in any order.
"I reeled from the blow, and then suddenly, I knew exactly what to do. Within moments, victory was mine."
—Gustha Ebbasdotter,
Kjeldoran royal mage
Counter target spell.
When this enchantment enters, create a token that's a copy of target nontoken creature.
When this enchantment leaves the battlefield, exile the token.
When the token leaves the battlefield, sacrifice this enchantment.
At the beginning of your upkeep, sacrifice this enchantment unless you pay .
This creature can't attack unless defending player controls an Island.
When you control no Islands, sacrifice this creature.
"Catch good today. Start replacing crew tomorrow."
—Faysal al-Mousa, fisher captain, log
Defender (This creature can't attack.)
: This creature can attack this turn as though it didn't have defender. Exile it at the beginning of the next end step.
"Stray not onto the path of darkness, or be lost forever."
—Baki, wizard attendant
Change the target of target spell with a single target.
Up and down,
over and through,
back around—
the joke's on you.
Target player activates a mana ability of each land they control. Then that player loses all unspent mana and you add the mana lost this way.
All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay ."
"Nothing endures but change."
—Heraclitus
Tap target artifact, creature, or land.
Draw a card at the beginning of the next turn's upkeep.
"Worlds turn in crucial moments of decision. Make your choice."
—Gustha Ebbasdotter, Kjeldoran royal mage
Enchant enchantment
At the beginning of the upkeep of enchanted enchantment's controller, this Aura deals 1 damage to that player.
Enchant creature
Enchanted creature has flying.
: Tap target creature without flying.
"A dash of cool water does wonders to clear a cluttered battlefield."
—Vibekke Ragnild, Witches and War
Counter target spell unless its controller pays .
"Unknown spears / Suddenly hurtle before my dream-awakened eyes . . . ."
—William Butler Yeats, "The Valley of the Black Pig"
Target player discards two cards, then draws as many cards as they discarded this way.
Enchant creature
Prevent all combat damage that would be dealt to and dealt by enchanted creature.
". . . [A]nd gives to airy nothing A local habitation and a name."
—William Shakespeare,
A Midsummer-Night's Dream
Defender (This creature can't attack.)
"As we neared, Belfar proclaimed the wall to be made of glass and went forward to prove it. We had no choice but to pull his hands free from where he had touched it, leaving flesh palmprints on the icy wall."
—Tross, Vainus Expedition leader
: This creature gains shroud until end of turn and doesn't untap during your next untap step. Tap it. (A creature with shroud can't be the target of spells or abilities.)
Return all artifacts target player owns to their hand.
This spell, like many attributed to Drafna, was actually the work of his wife and former student, Hurkyl.
Choose one —
• Counter target spell if it's red.
• Destroy target permanent if it's red.
"Heed the lessons of our time: the forms of water may move the land itself and hold captive the fires within."
—Gustha Ebbasdotter, Kjeldoran royal mage
You and target player exchange control of the creature you each control with the greatest mana value. Then exchange control of artifacts the same way. If two or more permanents a player controls are tied for greatest, their controller chooses one of them.
, Discard a nonblack card: Draw a card.
, Discard a black card: Draw two cards, then discard one of them.
Whenever this creature blocks a creature, that creature doesn't untap during its controller's next untap step.
"I doubt any labyrinth minotaurs still live—but then we minotaurs are stubborn beings."
—Onatah, Anaba shaman
Trample
This creature enters tapped and doesn't untap during your untap step.
At the beginning of your upkeep, you may sacrifice two Islands. If you do, untap this creature.
This creature can't attack unless you sacrifice two Islands. (This cost is paid as attackers are declared.)
Whenever a Forest an opponent controls becomes tapped, you gain 1 life.
"Keep a green tree in your heart and perhaps the singing bird will come."
—Chinese proverb
Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
"'We have no legs,' the warrior spat, 'for we have finished running.'"
—Vodalian folktale
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.)
, : Untap target artifact an opponent controls and gain control of it until end of turn. It gains haste until end of turn. When you lose control of the artifact, tap it.
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
"Oh, I had a conscience once. But alas, I seem to have forgotten where I put it."
—Chandler
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.
Each player may discard up to three cards. Mind Bomb deals damage to each player equal to 3 minus the number of cards they discarded this way.
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.
Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle.
Draw a card at the beginning of the next turn's upkeep.
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 members of the Institute of Arcane Study acquire a taste for worldly pleasures. Seldom do they have trouble finding employment.
Enchant land
Whenever enchanted land becomes tapped, this Aura deals 2 damage to that land's controller.
Untap target creature an opponent controls and gain control of it until end of turn. That creature gains haste until end of turn. When you lose control of the creature, tap it.
Discard X cards, then return a card from your graveyard to your hand for each card discarded this way. Exile Recall.
Whenever this creature deals damage to an opponent, that player mills a card.
Relentless as the tides, souls dark as a moonless night. Bloodshed on their minds, and greed burning in their hearts like molten gold.
Counter target creature spell.
Nethya stiffened suddenly, head cocked as if straining to hear some distant sound, then fell lifeless to the ground.
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?
: This creature gets +1/+0 until end of turn.
"It rose above our heads, above the ship, and still higher yet. No foggy, ice-laden sea in the world could frighten me more."
—General Jarkeld, the Arctic Fox