, Sacrifice this creature: Destroy target Wall.
"From down here we can make the whole wall collapse!"
"Uh, yeah, boss, but how do we get out?"
"When you're a goblin, you don't have to step forward to be a hero—everyone else just has to step back!"
—Biggum Flodrot, goblin veteran
Other Goblins get +1/+1 and have mountainwalk.
To be king, Numsgil did in Blog, who did in Unkful, who did in Viddle, who did in Loll, who did in Alrok . . . .
Creatures you control have menace. (They can't be blocked except by two or more creatures.)
"Goblins charge with a deafening war cry. The cry doesn't mean anything—it just drowns out the drums!"
—Reod Dai, mercenary
, Sacrifice two Goblins: Create three 1/1 red Goblin creature tokens.
"Goblins bred underground, their numbers hidden from the enemy until it was too late."
—Sarpadian Empires, vol. IV
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.
Enchant creature
Enchanted creature has menace. (It can't be blocked except by two or more creatures.)
With the horrible mask, Lagfrak the Low terrorized the countryside. But then he met Il-Chunt, the mask's model . . . .
Incinerate deals 3 damage to any target. A creature dealt damage this way can't be regenerated this turn.
"Yes, I think 'toast' is an appropriate description."
—Jaya Ballard, task mage
Inferno deals 6 damage to each creature and each player.
"Some have said there is no subtlety to destruction. You know what? They're dead."
—Jaya Ballard, task mage
Inferno deals 6 damage to each creature and each player.
"Some have said there is no subtlety to destruction. You know what? They're dead."
—Jaya Ballard, task mage
Enchant creature
Enchanted creature gets -0/-1.
Enchanted creature can't block creatures with power equal to or greater than the enchanted creature's toughness.
Enchant creature
Enchanted creature gets -0/-1.
Enchanted creature can't block creatures with power equal to or greater than the enchanted creature's toughness.
This creature can't block creatures with power 2 or greater.
Generations of genetic weeding have given rise to the deviously cowardly Ironclaw clan.
Destroy all artifacts, creatures, and lands. They can't be regenerated.
"The raging waters had swept away trees, bridges, and even houses. My healers had much work to do."
—Halvor Arenson, Kjeldoran priest
Keldon Warlord's power and toughness are each equal to the number of non-Wall creatures you control.
What if they threw a war, and everybody came?
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.
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.
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
"Folklore has it that to capture a mountain goat is a sign of divine blessing. I just know it's a sign that dinner is on the way."
—Klazina Jansdotter, Leader of the Order of the Sacred Torch
: 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.
: Flip a coin. If you win the flip, target Orc creature gets +2/+0 until end of turn. If you lose the flip, it gets -0/-2 until end of turn.
There's a chance to win every battle.
This creature can't attack unless at least two other creatures attack.
This creature can't block unless at least two other creatures block.
: Target land becomes a Swamp until its controller's next untap step.
There is no natural disaster quite like orcish farming.
Attacking creatures you control get +1/+0.
Whenever this creature attacks and isn't blocked, you may gain control of target land defending player controls for as long as you control this creature. If you do, this creature assigns no combat damage this turn.
Trample
This creature can't attack if defending player controls an untapped creature with power 3 or greater.
This creature can't block creatures with power 3 or greater.
It's bigger than it thinks.
Cast this spell only during combat before blockers are declared.
Target creature can't block this turn.
Draw a card at the beginning of the next turn's upkeep.
This creature attacks each combat if able.
At the beginning of your upkeep, put a +1/+1 counter on this creature. Then you may pay , where X is the number of +1/+1 counters on it. If you don't, tap this creature and it deals X damage to you.
Choose one —
• Counter target spell if it's blue.
• Destroy target permanent if it's blue.
"Just the thing for those pesky water mages."
—Jaya Ballard, task mage
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
First strike
"I fear anything with teeth measured in handspans!"
—Norin the Wary
Destroy target artifact.
Destroy all artifacts. They can't be regenerated.
Chains of leaping fire and sizzling lightning laid waste the artificers' handiwork, sparing not a single device.
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.
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.
Destroy target land.
This creature can't be blocked by creatures with flying.
"The spirit of the stone is the spirit of strength."
—Lovisa Coldeyes, Balduvian chieftain
Enchant creature
Enchanted creature gets +1/+0.
: Regenerate enchanted creature.
After years of being bullied, Fergo reaped the benefits of his newfound strength: he never met a man he didn't want to fight.
Defender (This creature can't attack.)
: This creature gets +1/+0 until end of turn.
"Struggle, and you will only fan the flames."
—Talibah, embermage
Defender (This creature can't attack.)
The ground itself lends its 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, "Winds of Fate"
Destroy target Wall. It can't be regenerated. Word of Blasting deals damage equal to that Wall's mana value to the Wall's controller.
"Walls? What walls?"
—Jaya Ballard, task mage
An-Havva Constable's toughness is equal to 1 plus the number of green creatures on the battlefield.
"Joskun and the other constables serve with passion, if not with grace."
—Devin, faerie noble
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.
Trample
Whenever this creature attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
One auroch may feed a village, but a herd will flatten it.
Flying
: Add one mana of any color.
Enchant creature
Enchanted creature gets +0/+2.
Sacrifice this Aura: Regenerate enchanted creature.
"Now that's a fashion statement."
—Devin, faerie noble
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
These stealthy felines have survived so many battles that some believe they must possess many lives.
Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.
Chub toad, chub toad
At the door.
Run away quick
Or you'll run no more.
—Traditional children's rhyme
Flying
Whenever this creature blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.
Trample
Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)
Harthag gave a jolly laugh as he surveyed the army before him. "Ho ho ho! Midgets! You think you can stand in my way?"
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.
Destroy target artifact. It can't be regenerated. That artifact's controller gains life equal to its mana value.
"Ashes and dust; dust and ashes.
Hope it works before it smashes."
—Argivian children's rhyme
Destroy target permanent.
"And the unclean spirits went out, and entered the swine: and the herd ran violently . . . ."
—The Bible, Mark 5:13