Whenever equipped creature attacks, put a +1/+1 counter on it.
Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
: Add .
, , Exile this land: Roll a d10. Put target artifact, creature, or planeswalker into its owner's library just beneath the top X cards of that library, where X is the result. Activate only as a sorcery.
Flying
When this creature enters, exile target player's graveyard.
"Better the dead depart utterly than be enslaved."
Enchant creature
When this Aura enters, draw a card.
Enchanted creature has flying.
"Zendikar will triumph this day, and our armies will fly with angels."
Vigilance
When this creature enters, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.
Flying
: Return this card from your graveyard to your hand. Activate only during your upkeep.
Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Enchant creature
Enchanted creature gets +1/+0 and has flying.
: Return this card from your graveyard to the battlefield attached to target creature. Activate only as a sorcery.
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Whenever an Equipment you control enters, you may draw a card.
Metalcraft — Equipment you control have equip as long as you control three or more artifacts.
Vigilance
Destroy all non-Giant creatures. (Then exile this card. You may cast the creature later from exile.)
Sacrifice this creature: Destroy target enchantment.
The aberrant magic of the Rimewind drew the unicorns back from the northern wastes to do battle once again.
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
"As this conflict grows, it gets harder to prevent the city from breaking down. How much longer can we keep this machinery balanced?"
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
A blazing sun that never sets.
Flying
When this creature enters, destroy all tapped creatures.
There may exist powers even greater than Phyrexia.
Exile target creature. Its controller gains life equal to its power.
The smallest seed of regret can bloom into redemption.
Choose one —
• Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
• Destroy target creature with toughness 4 or greater.
"Every choice alters the path of fate."
—Sarkhan Vol
Defender
When this creature enters, draw a card.
"I search for a vision of Zendikar that does not include the Eldrazi."
—Expedition journal entry
Destroy all creatures that aren't enchanted. They can't be regenerated.
"There shall be a vast shout and then a vaster silence."
—Oracle en-Vec
Draw three cards, then put two cards from your hand on top of your library in any order.
The mizzium-sphere array drove her mind deep into the thought field, where only the rarest motes of genius may be plucked.
When this creature enters, you may draw cards equal to its power. If you do, discard two cards.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Wizard with no mana cost. Eternalize only as a sorcery.)
Flying
Whenever you cycle or discard another card, scry 1.
Cycling (, Discard this card: Draw a card.)
To consult a sphinx is a test in patience. Perhaps that's the point.
Enchant player
Whenever enchanted player is attacked, you draw a card. Each opponent attacking that player does the same.
Idle chatter beckons many an attentive ear.
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature gets +1/+1.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with ": Add " and loses all other card types and abilities.
Only one vault was great enough to hold Emrakul.
: Draw a card, then discard a card.
Merfolk don't always know what they're looking for, but they're certain once they find it.
Flying
When this creature enters, draw two cards.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Flying
Whenever another creature dies, you may draw a card. If you do, discard a card.
Even more than carrion, they crave the last words of the dying.
You may have this creature enter as a copy of any creature on the battlefield, except it's an Illusion in addition to its other types and it has "When this creature becomes the target of a spell or ability, sacrifice it."
Flying
Discard a card: This creature gains hexproof until end of turn. Tap it.
Whenever this creature attacks, scry 3.
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
"The cost of your opposition will be extracted from your wits."
—Nekusar, the Mindrazer
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, you scry 2.
When this creature enters, draw three cards, then put two cards from your hand on top of your library in any order.
"Time flows as the rivers do, toward an unknown sea. The wise know to look downstream."
Draw a card. Scry 2.
Serum was once derived from Mirrodin's blinkmoths, offering visions of inspiration. Now it is pulled from Phyrexian inkmoths, yielding visions of perfection.
When this creature enters, create a number of 1/1 black Rat creature tokens equal to the number of opponents you have.
, Sacrifice a creature: Target creature gets -2/-2 until end of turn.
Target player sacrifices a creature of their choice. You gain life equal to that creature's toughness.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Enchant creature an opponent controls
When enchanted creature dies, exile cards equal to its power from the top of its owner's library. You may cast spells from among those cards for as long as they remain exiled, and mana of any type can be spent to cast them.
, , Sacrifice this creature: Return target creature card from your graveyard to the battlefield.
Many necromancers share the same last words—the ones that conclude the undeath ritual.
Flying
Whenever this creature deals combat damage to a player, that player exiles a card from their hand. You may play that card for as long as it remains exiled.
Sacrifice a Human: Regenerate this creature.
Deathtouch
When Gonti enters, look at the top four cards of target opponent's library, exile one of them face down, then put the rest on the bottom of that library in a random order. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
Destroy six target creatures.
When killing five just isn't enough.
Fabricate 3 (When this creature enters, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.)
Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to this creature's power.
Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection.
It shambled from the cloud of ash and bone dust, undeterred by its own extinction.
Whenever another nontoken creature dies, you may create a 1/1 black Rat creature token.
Rats you control have deathtouch.
"His tenement is filled with the most vile, disgusting vermin. It's infested with rats, too."
—Branko One-Ear
Destroy target creature. Its controller loses life equal to its power plus its toughness.
Suspend 5— (Rather than cast this card from your hand, you may pay and exile it with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Rats you control have menace.
, : Create a 1/1 black Rat creature token.
, , Sacrifice three Rats: Gain control of target creature.
"If it has ears, it will dance to my tune."
When this creature enters, each player sacrifices a creature or planeswalker of their choice. Each player who can't discards a card.
"My power is generosity, in a way. I give my survivors an appreciation for their lives."
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
Other creatures you control have extort. (If a creature has multiple instances of extort, each triggers separately.)
: Return this card from your graveyard to the battlefield tapped.
"They may show up with the wrong thigh bone or mandible, but they always show up."
—Zul Ashur, lich lord
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
When this creature enters, destroy target nonartifact, nonblack creature.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Return target creature card from your graveyard to the battlefield.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
All crave the Blessed Sleep. Few receive it.
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.
"Die. But die knowing that your pathetic life will yield a great bounty for me."
—Zul Ashur, lich lord
Haste
As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
"Molten earth has no anger of its own. Only by infusing it with your own rage can the magma seethe and take shape."
—Koth of the Hammer
Exile the top seven cards of your library. Until end of turn, you may cast spells from among them.
If this spell was cast from your hand, add ten mana of any one color.
"As I desire, so it shall be."
—Nicol Bolas
Flash
Flying
When this creature enters, it deals 5 damage divided as you choose among any number of targets.
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
"We train for the improbable, like lightning striking the same place twice, or striking everywhere at once."
—Nundari, Sea Gate militia captain
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Exile the top X cards of your library. Until the end of your next turn, you may play those cards.
Atarka conquered Qadat, the Fire Rim, long ago, winning over its efreet with a promise to spread the glory of fire to all the world.
, Sacrifice a creature: Exile the top card of your library. You may play that card this turn. (You still pay its costs. You can play a land this way only if you have an available land play remaining.)
Eyes are unnecessary for seeing the future.
Flying
When this creature enters, it deals 5 damage to target opponent unless that player sacrifices a creature of their choice.
A knight's devotion to their steed goes only so far.