First strike
When this creature enters, exile target instant or sorcery card from an opponent's graveyard. You may cast it this turn, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead.
Goad all creatures you don't control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Dinner and politics don't mix.
Dragon spells you cast cost less to cast.
Atarka serving-goblins coat themselves with grease imbued with noxious herbs, hoping to discourage their ravenous masters from adding them to the meal.
At the beginning of your upkeep, if you control six or more lands, create a 5/5 red Dragon creature token with flying.
"This world will be ruled by its rightful sovereigns, not these hideous pretenders."
Flying
Whenever this creature deals combat damage to a player, exile that many cards from the top of your library. Until end of turn, you may cast spells from among those exiled cards.
Its wings shimmer with dreams absorbed from its enemies.
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
The storm rages and the earth breaks.
If a creature you control would deal damage to a permanent or player, it deals double that damage instead.
What was supposed to be a quiet time in town turned into an adventure of its own.
Flying
: Destroy target artifact. This creature gets +X/+0 until end of turn, where X is that artifact's mana value.
He collects the precious metals, and then converts the rest to propellant.
Exile the top three cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast from a graveyard, you may play cards this way without paying their mana costs.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Haste
, : Exile target instant or sorcery card from your graveyard.
, , Sacrifice this creature: Cast any number of cards exiled with this creature without paying their mana costs.
Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
"Places, everyone!"
—Judith
Haste
Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
Those with knowledge are wise to listen to those with imagination.
Magmaquake deals X damage to each creature without flying and each planeswalker.
"Where will you run when I punish you with the very ground you flee on?"
—Nicol Bolas
Flying
When this creature enters, choose target Human or artifact an opponent controls. For as long as this creature remains on the battlefield, gain control of that permanent, it loses all abilities, and it can't attack or block.
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
Rile deals 1 damage to target creature you control. That creature gains trample until end of turn.
Draw a card.
The enormous can still be at the mercy of the small.
Flying
Whenever this creature or another Dragon you control enters, it deals X damage to any target, where X is the number of Dragons you control.
: This creature gets +1/+0 until end of turn.
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 create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Flying (This creature can't be blocked except by creatures with flying or reach.)
: This creature deals 1 damage to any target.
A dragon's scale can be carved into a mighty shield, provided you can procure a dragontooth to cut it.
Flying
When this creature enters, you become the monarch.
At the beginning of your upkeep, if you're the monarch, create a 5/5 red Dragon creature token with flying.
Flying
: This creature gets +1/+0 until end of turn.
: This creature gains first strike until end of turn.
: This creature gains haste until end of turn.
Spit Flame deals 4 damage to target creature.
Whenever a Dragon you control enters, you may pay . If you do, return this card from your graveyard to your hand.
Changeling (This card is every creature type.)
Whenever an opponent casts a spell, you may put a +1/+1 counter on this creature.
The power of a waterfall. The fury of an avalanche. The intellect of a gale-force wind.
Whenever this creature attacks or becomes the target of a spell an opponent controls, choose one —
• This creature deals 3 damage to each opponent.
• Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
Flying
Double strike (This creature deals both first-strike and regular combat damage.)
When this creature enters, creatures you control gain double strike until end of turn.
The forge of Purphoros burns in the heart of Mount Velus, attracting dragons with its blistering heat.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Flying
Whenever a Dragon you control becomes the target of a spell or ability an opponent controls, this creature deals 3 damage to that player.
Attracting a dragon's attention may be the last mistake you make.
Destroy target artifact you don't control.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Beauty is in the eye of the exploder.
Whenever a creature you control enters, it deals damage equal to its power to any target.
"Listen to the roar! Feel the thunder! The Immersturm shouts its approval with every bolt of lightning!"
Enchant land
When this Aura enters, draw a card.
Enchanted land has ": Add one mana of any color."
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When this creature enters, destroy target artifact, enchantment, or land.
It fears no sword and leaves no bones behind.
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
"Monsters dwell in every heart. We only think civilization tames them."
―Euphemia, Nexus watcher
Changeling (This card is every creature type.)
Protection from black
: This creature gets +X/+X until end of turn, where X is its power.
At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
"Might doesn't just build empires. It protects them."
—Inti, Sun Empire knight
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
All seeds share a common bond, calling to each other across infinity.
Put four +1/+1 counters on each creature you control.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, you may put four +1/+1 counters on target creature.
You may play an additional land this turn.
Draw a card.
An explorer's reward is a view of tomorrow's possibilities.
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
The true strength of nature is not the raging storm or the charging rhino, but the inexorable vitality of life.
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
"There's wisdom to be gained in death—whether it be one's own or someone else's."
—Jarad, Golgari Lich-Lord
Permanents you control gain hexproof and indestructible until end of turn.
"Stay close, and their wrathful flames will not harm you."
—Galea
Enchant creature
When this Aura enters, draw a card.
Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)
Choose a creature type. Reveal cards from the top of your library until you reveal X creature cards of the chosen type, where X is the number of creatures you control of that type. Put those cards onto the battlefield, then shuffle the rest of the revealed cards into your library.
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Druidcraft is a simple invocation to spirits of nature, promising a glimpse of nature's secrets.
This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
: Add one mana of any color.
"There are many kinds of duty, and mine is to see our world grow and endure."
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Nature grows solutions to its problems.
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Hatred outlives the hateful.
Choose one —
• Draw cards equal to the greatest power among non-Human creatures you control.
• Non-Human creatures you control get +3/+3 until end of turn.
"The curse is broken."
Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Exile target card from a graveyard.
"Yes, nature is stronger. You don't see little buildings sprouting on trees."
—Emmara
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
"Control the Great Conduit? You might as well try to divert a river with your hands."
Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater.
First, whispers of ancient days. Then, visions of things to come.
Enchant Forest
As this Aura enters, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchant creature
Enchanted creature gets +3/+3 and has "At the beginning of each upkeep, create a 1/1 green Saproling creature token."
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional .
If you stop to listen, you can hear it grow.
Flying
When this creature enters or dies, exile target permanent.
One offering to appease her on her arrival. Another to celebrate her departure.
Flying, trample
Whenever a Dragon you control attacks, it gains double strike until end of turn.
"Her hunger knows no limit. Left unchecked, she would feast on all of Tarkir."
—Yasova Dragonclaw
Flying, deathtouch
When this creature enters, draw a card.
Its beak rends flesh and bone, exposing the tender marrow of dream.
Choose one —
• Destroy target artifact.
• Put target creature on the bottom of its owner's library.
• Counter target instant spell.
Bant is a world where death and chaos hold no sway.
Destroy target artifact, creature, or planeswalker.
"It's easy to get taken in by the spectacle, to enjoy a bit of naughty amusement. But make no mistake: the Cult of Rakdos is a danger."
—Tajic
Equipped creature gets +2/+2 and has trample and lifelink.
Equip
Those who worship the great gargantuans could hardly be expected to fight with a subtle weapon.