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.)
Bituminous Blast deals 4 damage to target creature.
Flying
When this creature enters, you gain 2 life and draw two cards.
All the aether charts in the world can't compete with the trained eye of a talented scout.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature deals combat damage to a player, you may draw that many cards.
She follows the old tributaries built when merrows still shaped the tides.
Exile target permanent with mana value 4 or greater.
Liliana whispered to whatever consciousness Oketra and Bontu had left. "You are the gods. He is the usurper. You know what to do."
: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.)
As long as this creature is monstrous, it has hexproof and indestructible.
When this creature enters, exile another target creature or artifact until this creature leaves the battlefield. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
When this creature enters, choose one —
• Put two +1/+1 counters on this creature.
• Destroy target artifact or enchantment.
• You gain 4 life.
All Slivers have ", Sacrifice this permanent: Destroy target permanent."
Though Volrath is long dead, the slivers have become everything he wanted them to be: mindless instruments of destruction and despair.
: Draw a card, then discard a card.
, , Sacrifice this creature: Return target creature card from your graveyard to the battlefield.
No one is as dedicated to perfection as a stitcher working on their latest masterpiece.
Choose one —
• Exile target player's graveyard.
• Destroy target artifact.
• Each creature deals 1 damage to its controller.
Flying
Whenever this creature attacks, add . Until end of turn, you don't lose this mana as steps and phases end.
( can be paid with either or .)
Enchant creature
When this Aura enters, draw a card.
Enchanted creature can't be the target of spells or abilities your opponents control.
Destroy target creature. It can't be regenerated.
All suns must set.
At the beginning of your upkeep, exile the top card of your library.
During your turn, if an opponent lost life this turn, you may play lands and cast spells from among cards exiled with this enchantment.
: This enchantment deals 1 damage to target opponent or planeswalker.
Exile target nonland permanent.
"I came seeking a challenge. All I found was you."
—Zurgo, khan of the Mardu
Exile target creature. You draw cards equal to that creature's power. At the beginning of your next upkeep, return that card to the battlefield under its owner's control. If you do, discard cards equal to that creature's toughness.
Out of sight, into mind.
: Add one mana of any color in your commander's color identity.
It started as a mere drop of water. The Magic Mirror crystallized it into much more.
Equipped creature gets +6/+6.
Whenever equipped creature attacks, destroy target permanent.
Equip
Mirrodin's creator still lives, still shapes metal, and still commands world-shaking power.
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
During their endless travels, the mages of the Goma Fada caravan have learned ways to harness both life and death.
, Sacrifice this creature: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Forged by divine hands to wander mortal realms.
, : Target opponent exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then put the exiled cards that weren't cast this way on the bottom of that library in a random order.
Equipped creature gets +10/+10 and loses flying.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"There's only one way to be sure it's really dead."
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
"The heavens augur weal . . . for me. Woe for you."
Whenever a Dragon you control enters, put a gold counter on this artifact.
, Remove a gold counter from this artifact: Draw a card.
: Add one mana of any color.
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
: Add one mana of any color that a land an opponent controls could produce.
"What do you have that I cannot obtain?"
—Mairsil, the Pretender
, : Add .
Gruul territorial markings need not be legible. The blood, snot, and muck used to smear them are unmistakably Gruul.
Equipped creature gets +3/+1.
Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order.
Equip
You may have this Equipment enter as a copy of any Equipment on the battlefield.
"The crucible yields what you have forged in your mind. You need only reach in and draw the masterwork forth."
—Wahara, Keeper of the Crucible
When this creature enters, destroy target nonland permanent an opponent controls.
The impact sent the soldiers scattering—then something came out of the crater.
: Add .
, , Sacrifice this artifact: Draw a card.
"What is mana but possibility, an idea not yet given form?"
—Jhoira, master artificer
Equipped creature has first strike.
Whenever equipped creature attacks, create a 4/4 white Angel creature token with flying.
Equip
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
: Add .
, Sacrifice this artifact: You gain 3 life and draw a card. Activate only if you have the city's blessing.
, : Add .
Made of bone and boiled in blood, a Rakdos signet is not considered finished until it has been used as a murder weapon.
: Add .
Lost to time is the artificer's art of trapping light from a distant star in a ring of purest gold.
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
One who wears magical boots of striding and springing can jump astounding distances.
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
The blade glows only for Zendikar's chosen.
: Add .
: Add or . This artifact deals 1 damage to you.
: Add .
, , Sacrifice this artifact: Destroy target permanent.
Its collapse is like the lashing out of a long-dead civilization that resents being forgotten.
Equipped creature has ": This creature deals 1 damage to any target."
Equip (: Attach to target creature you control. Equip only as a sorcery.)
, , Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Druids hold certain plants to be sacred and use their leaves and wood as a spellcasting focus.
This land enters tapped.
: Add , , or .
"We must rely on our own knowledge, not on the dogma of the seekers or the mutterings of the sphinxes."
—Tullus of Palandius
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
: Add .
, , Sacrifice this land: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
Bant's hearts are as pure as its air and as bright as its skies.
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add .
(: Add or .)
This land enters tapped unless you control two or more basic lands.
The continent of Murasa lies beneath a blanket of dense vegetation, its enormous branches tangled so thickly that some inhabitants never see the ground.
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
: Add or .
(: Add or .)
This land enters tapped unless you control two or more basic lands.
On the volcanic continent of Akoum, bizarre vegetation clusters around gas vents, and jagged mountain peaks rise high into the air.
: Add one mana of any color in your commander's color identity.
"Approach my tower on bended knee or depart from it as ash upon the wind."
—Gadwick, the Wizened
: Add .
, : Put a storage counter on this land.
, Remove X storage counters from this land: Add X mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
, : Add .
Underdark flooding has swallowed ancient drow burial chambers, which are now haunted . . . and infested with oozes.
: Add .
: This land deals 1 damage to target attacking creature. Activate only during the end of combat step.
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
: Add .
, , Sacrifice this land: Search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle.
Esper is an expansive canvas painted by precise, controlling hands.
: Add one mana of any color that a land an opponent controls could produce.
"It was a strange morning. When we awoke, we found our trees transformed. We didn't know whether to water them or polish them."
—Pulan, Bant orchardist
This land enters tapped.
, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped.
: Add or .