Flying, protection from red
"No one can catch what won't be caught."
—Kakra, sea troll
When you control no Islands, sacrifice this creature.
You may choose not to untap this creature during your untap step.
: Gain control of target creature whose controller controls an Island for as long as you control this creature and this creature remains tapped.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
"Leviathan, too! Can you catch him with a fish-hook or run a line round his tongue?"
—The Bible, Job 41:1
Flying
Whenever this creature attacks, defending player may draw a card.
She had expected death to roar, to thunder, to growl. She did not recognize it when it came hissing to her side.
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.)
Whenever an opponent casts a creature spell, this enchantment deals 2 damage to that player unless they pay .
"The Soul selects her own Society—
Then—shuts the Door—"
—Emily Dickinson,
"The Soul selects her own Society"
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.
When this creature attacks or blocks, at end of combat, sacrifice it and it deals 5 damage to you.
, : Return target permanent that isn't enchanted to its owner's hand.
You may tap or untap target artifact, creature, or land.
Enchant creature
Enchanted creature gets +3/+3.
At the beginning of the upkeep of enchanted creature's controller, put a -1/-1 counter on that creature.
Return target creature to its owner's hand.
Target creature gains flying until end of turn.
Draw a card at the beginning of the next turn's upkeep.
"Come one, come all! this rock shall fly From its firm base as soon as I."
—Sir Walter Scott, "The Lady of the Lake"
"Vodalian rank is displayed by the colors and patterns of their skin. Beware the color red; that is the badge of the empress's favor."
—Corbio, pearl diver
Defender, flying (This creature can't attack, and it can block creatures with flying.)
When no falcons fly, beware the sky.
—Femeref aphorism
Flying
Menace (This creature can't be blocked except by two or more creatures.)
" . . . [W]hen the trees bow down their heads, / The wind is passing by."
—Christina Rossetti,
"Who Has Seen the Wind?"
Flying, vigilance
Although greatly prized among falconers, the zephyr falcon is capricious and not easily tamed.
Players play with their hands revealed.
If a player would draw a card, they reveal it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws a card.
Flying
Whenever this creature deals damage to a player, that player discards a card.
"Mystic shadow, bending near me, / Who art thou? / Whence come ye?"
—Stephen Crane, "Mystic shadow, bending near me"
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.
Exile two target nonartifact creatures. Ashes to Ashes deals 5 damage to you.
"Kings and beggars, they end the same—
Surrounded by stench, rot, and blame."
—Aline Corralurn, "Legacy"
Exile two target nonartifact creatures. Ashes to Ashes deals 5 damage to you.
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.
This creature can't be blocked by Walls.
Their stench was vile and strong enough, but not nearly as powerful as their hunger.
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.
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
At the beginning of your upkeep, sacrifice this enchantment unless you pay .
At the beginning of your end step, create a 0/1 black Thrull creature token.
The thrulls bred at a terrifying pace. In the end, they overwhelmed the Order of the Ebon Hand.
Destroy target nonartifact attacking creature. It can't be regenerated. Create a black Spirit creature token. Its power is equal to that creature's power and its toughness is equal to that creature's toughness. Sacrifice the token at the beginning of the next end step.
: This creature gets +1/+1 until end of turn.
"War is no picnic," my father liked to say. But the ants seemed to disagree.
Enchant creature you control
Whenever enchanted creature attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, defending player discards a card at random.
Enchant land
At the beginning of the upkeep of enchanted land's controller, this Aura deals 1 damage to that player.
Add .
: Counter target green spell.
"Every forest is carpeted with the corpses of a thousand trees."
—Baron Sengir to Autumn Willow
Black spells you cast cost more to cast.
"The derelor's greatest contribution to the Ebon Hand was the inspirational effect its creator's execution had upon the other thrull breeders."
—Sarpadian Empires, vol. II
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.)
"The dead make good soldiers. They can't disobey orders, they never surrender, and they don't stop fighting when a random body part falls off."
—Nevinyrral,
Necromancer's Handbook
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.
Non-Eye creatures you control can't attack.
This creature can't be blocked except by Walls.
The highway of fear is the shortest route to defeat.
Enchant land
Enchanted land is a Swamp.
Flying
Sacrifice a creature: This creature gets +2/+1 until end of turn.
"Angels are simply extensions of truth upon the fabric of life—and there is far more dark than light."
—Baron Sengir
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"
Enchant creature
When enchanted creature leaves the battlefield, its controller sacrifices a creature of their choice.
"Turn the key deftly in the oiled wards,
And seal the hushed casket of my soul."
—John Keats, "To Sleep"
White spells cost more to cast.
Activated abilities of white enchantments cost more to activate.
At end of combat, put a -0/-2 counter on each creature blocking or blocked by this creature.
"Two legs by day, four legs by night, eyes raging in storm-gotten might."
—Ancient Northland riddle
When this enchantment enters, sacrifice this enchantment unless you sacrifice four creatures.
Tap an untapped Swamp you control: This enchantment deals 1 damage to any target.
Target creature gets +X/+0 until end of turn.
: Add . If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.
"We are no longer Nature's children, but her masters . . . ."
—Oath of the Ebon Hand
: Add . If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.
When this creature enters, sacrifice a creature.
: Regenerate this creature.
"They shall drink sorrow's dregs. They shall kill those whom once they loved."
—Lim-Dûl, the Necromancer
Protection from white
: This creature gains first strike until end of turn.
: This creature gets +1/+0 until end of turn.
"Kjeldorans should rule supreme, and to the rest, death!"
—Avram Garrisson, Leader of the Knights of Stromgald
Enchant creature
When this Aura enters, draw a card at the beginning of the next turn's upkeep.
Enchanted creature gets +1/+1.
Some Krovikans find strength in the ears and eyes of their victims and wear such fetishes into battle.
Enchant creature
Enchanted creature has swampwalk. (It can't be blocked as long as defending player controls a Swamp.)
"Bind me to thee, my soul to thine. I am your servant and your slave. Blood for blood, flesh for flesh, Leshrac, my lord."
—Lim-Dûl, the Necromancer
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.
Target player discards a card.
Draw a card at the beginning of the next turn's upkeep.
An end to reason, an end to order. Forget all that has been.