Equipped creature gets +2/+2.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
The weight of this magic weapon falls heavy on the wicked.
Flying
When this creature enters, target creature gets +1/+1 and gains flying until end of turn.
The noble steeds of the elven gods can sometimes be persuaded to allow mere mortals on their backs.
Double strike
Teleport — : This creature phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
Blink dogs protect the wild places of the world, driving away evil influences.
At the beginning of your end step, if you gained 3 or more life this turn, create a 3/3 white Angel creature token with flying.
, , Exile The Book of Exalted Deeds: Put an enlightened counter on target Angel. It gains "You can't lose the game and your opponents can't win the game." Activate only as a sorcery.
Whenever you gain life, put a +1/+1 counter on this creature.
When all hope fails, its light remains.
(Gain the next level as a sorcery to add its ability.)
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)
As long as you've completed a dungeon, this creature gets +3/+0 and has flying.
Equipped creature gets +2/+1.
When equipped creature dies, you may have this Equipment become a 2/1 Construct artifact creature with flying and ward . If you do, it isn't an Equipment.
Equip
When this creature enters, choose one —
• Cure Wounds — You gain 2 life.
• Dispel Magic — Destroy target enchantment.
• Gentle Repose — Exile target card from a graveyard.
Equipped creature gets +1/+1.
Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"Not all of us have darkvision, okay?"
Beacon of Hope — When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
"I swore a sacred oath to protect the weak and punish those who threaten them. As long as I draw breath, I will protect you."
Target creature or planeswalker an opponent controls phases out. If that permanent is black, exile it instead. (If it phases out, treat it and anything attached to it as though they don't exist until its controller's next turn.)
"When darkness closes in around us, my blade will light our path."
As this creature enters, you may reveal a Dragon card from your hand. If you do or if you control a Dragon, this creature enters with a +1/+1 counter on it.
Dragons you control have ward . (Whenever a Dragon you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
As long as this creature is equipped, it gets +0/+2.
Courage is neither a shield nor an axe, but the will to wield both in defense of the innocent.
Defender, flying
Whenever this creature is dealt damage, you and target opponent each draw a card.
Flumphs siphon thoughts and energy from evil aberrations, and are often eager to share the dark knowledge they obtain with friendly adventurers.
As long as you've completed a dungeon, this creature has double strike.
"I'll make sure you never mistake a roper for a stalagmite again."
As long as Grand Master of Flowers has seven or more loyalty counters on him, he's a 7/7 Dragon God creature with flying and indestructible.
[+1]: Target creature without first strike, double strike, or vigilance can't attack or block until your next turn.
[+1]: Search your library and/or graveyard for a card named Monk of the Open Hand, reveal it, and put it into your hand. If you search your library this way, shuffle.
Flash
Vigilance
When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Vigilance
Stunning Strike — , : Tap target creature.
This fight was over the moment you picked up that clumsy cleaver of a sword.
Flying, vigilance
When Icingdeath, Frost Tyrant dies, create Icingdeath, Frost Tongue, a legendary white Equipment artifact token with "Equipped creature gets +2/+0," "Whenever equipped creature attacks, tap target creature defending player controls," and equip .
When this creature enters, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever one or more artifacts you control enter, put a +1/+1 counter on this creature. This ability triggers only once each turn.
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Each opponent can't venture into the dungeon more than once each turn.
"You're not the first to underestimate me."
Vigilance
When this creature enters, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
A paladin's steed is a celestial spirit in animal form.
Enchant nonland permanent
Enchanted permanent is a Treasure artifact with ", Sacrifice this artifact: Add one mana of any color," and it loses all other abilities. (If it was a creature, it's no longer a creature.)
Flurry of Blows — Whenever you cast your second spell each turn, put a +1/+1 counter on this creature.
His mind is a tranquil meadow, his fists a raging storm.
Divine Intervention — When this creature enters, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Selûne guides her devotees with majestic wisdom and grace.
Vigilance
Whenever Nadaar enters or attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Other creatures you control get +1/+1 as long as you've completed a dungeon.
Magical Tinkering — , , Sacrifice an artifact: Search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put it onto the battlefield, then shuffle. Activate only as a sorcery.
"Can't see this airship crashing in the near future. Sturdy as a rock."
(Gain the next level as a sorcery to add its ability.)
Spells your opponents cast during your turn cost more to cast.
: Level 2
Creatures you control get +1/+1.
: Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
Flash
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +0/+2.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Flying
Whenever this creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Her light touches every corner and her wings brush either wall, leaving no place for evil to lurk.
Equipped creature gets +3/+3 and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equip . This ability costs less to activate for each other Equipment you control. (: Attach to target creature you control. Equip only as a sorcery.)
When this artifact enters, exile target nonland permanent an opponent controls with mana value 2 or less until this artifact leaves the battlefield.
"They fall for it every time."
When this artifact enters, draw a card.
, , Sacrifice this artifact: You gain 3 life.
Magic can knit the body back together, but the courage to fight on comes only from within.
When this creature enters, you gain 1 life and draw a card.
"We are a product of our ancestors, the apotheosis of countless noble generations. Speak their names with reverence, and they will guide your path."
Target creature gets +2/+0 and gains first strike until end of turn. Up to one other target creature gets +0/+2 and gains lifelink until end of turn.
"Don't give up! You are steel and fire, and victory is yours to seize."
Flying
, , Tap another untapped creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Swift eyes to scout the way ahead.
Lifelink
"When I made my oath to Moradin, I left selfishness and cowardice behind. Every battle, I make that commitment anew."
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
"Hold on to your lunch!"
—Bartleby, gnome wizard
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)
Her tales of glory light a fire in the souls of the next generation of adventurers.
Flying
Cold Breath — When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
White dragons are unparalleled hunters, keenly focused on slaughtering their enemies.
Choose one —
• Rouse the Party — Creatures you control get +1/+1 until end of turn.
• Set Off Traps — This spell deals 5 damage to target attacking creature.
Choose one —
• Make a Retreat — Return target creature you control to its owner's hand.
• Stand and Fight — Target creature gets +1/+3 until end of turn.
"Hand over your loot and no one gets hurt!"
Psionic Spells — When this creature enters, choose target instant or sorcery card in your graveyard, then roll a d20.
1—9 | You may put that card on top of your library.
10—20 | Return that card to your hand.
Flying
Whirlwind — When this creature enters, return up to one other target creature to its owner's hand.
Elemental Evil distorts the natural elements, limiting them to aspects of destruction.
Search the Room — : Roll a d20.
1—9 | Draw a card.
10—20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Counter target creature or planeswalker spell. Venture into the dungeon. (Enter the first room or advance to the next room.)
"This path is closed to you!"
You may choose not to untap The Blackstaff of Waterdeep during your untap step.
Animate Walking Statue — , : Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.
Flying
Lightning Breath — When this creature enters, until your next turn, target creature an opponent controls gets -3/-0, up to one other target creature gets -2/-0, and up to one other target creature gets -1/-0.
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Mage Hand — : Untap target permanent not named Clever Conjurer. Activate only as a sorcery.
"I'm always happy to lend a hand!"
Roll a d20.
1—9 | Draw two cards.
10—19 | Scry 2, then draw two cards.
20 | Scry 3, then draw three cards.
This spell costs less to cast for each instant and sorcery spell you've cast this turn.
Whenever this creature attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
You may cast this card from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)
Displacement — : Return this creature to its owner's hand.
The only place you can be sure it's not is wherever it appears to be.
Flying
When this creature enters, roll a d20.
1—9 | Scry 1.
10—19 | Scry 2.
20 | Scry 3.
Flash
Drag Below — When this creature enters, tap it and up to one target creature an opponent controls. They don't untap during their controllers' next untap steps.
Flying
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)
At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.
Whenever you roll one or more dice, create a 1/1 blue Faerie Dragon creature token with flying.
Unlike most warlocks, those who make pacts with archfey are drawn to pranks and whimsy moreso than death and darkness.
Enchant creature
Enchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.)
Whenever a creature you control becomes blocked, you may return it to its owner's hand.
Whenever one or more creatures you control deal combat damage to a player, draw a card.
"You studied hard. How delicious!"