This artifact enters with X void counters on it.
At the beginning of your upkeep, exile this artifact, all creatures and planeswalkers with mana value less than or equal to the number of void counters on it, and all creature and planeswalker cards in graveyards with mana value less than or equal to the number of void counters on it.
When this Equipment enters, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equipped creature can't be blocked as long as its power is 3 or less.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
When this creature enters, each opponent loses 2 life and you gain 2 life.
Unsuccessful vampire hunters often wind up as ravenous spawn.
Equipped creature gets +2/+0 and has deathtouch.
: Until end of turn, this Equipment gains "Whenever equipped creature deals combat damage to a player, that player loses the game."
Equip
(Gain the next level as a sorcery to add its ability.)
At the beginning of your end step, if a creature died this turn, each opponent loses 1 life.
: Level 2
When this Class becomes level 2, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
: Level 3
At the beginning of your end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
Flying
Ward—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.)
Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.
This creature enters tapped.
Life Drain — Whenever a creature dealt damage by this creature this turn dies, create a tapped 2/2 black Zombie creature token and exile that card.
Wights want the world to resound with echoes of their own cruel hatred.
Deathtouch
Whenever this creature deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
"The air is sweet with the taste of your fear."
At the beginning of your end step, if a creature died this turn, venture into the dungeon. (Enter the first room or advance to the next room.)
"On the plus side, Throg no longer thinks he's clever."
—Xanathar
As long as this creature is equipped, it has menace. (It can't be blocked except by two or more creatures.)
"This one is for goblins, this one is for owlbears, this one is for toast, this one is for . . ."
(Gain the next level as a sorcery to add its ability.)
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
: Level 2
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
: Level 3
Creatures you control have haste.
: Goblins you control get +1/+0 and gain haste until end of turn.
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, create a 1/1 red Goblin creature token that's tapped and attacking.
Equipped creature gets +1/+0 and has haste.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Click your heels and become the wind.
Whenever you roll one or more dice, this creature deals 1 damage to each opponent.
"My grandmother saved the life of a brass dragon, and in return she was given a glimpse of the fire in its heart—a glimpse she passed down to me."
Burning Hands deals 2 damage to target creature or planeswalker. If that permanent is green, Burning Hands deals 6 damage instead.
A simple fire spell that grows in intensity along with its caster.
Wild Magic Surge — Whenever this creature attacks, roll a d20.
1—9 | Exile the top card of your library. You may play it this turn.
10—19 | Exile the top two cards of your library. You may play them this turn.
20 | Exile the top three cards of your library. You may play them this turn.
Target creature gains double strike until end of turn.
When you roll a natural 20, return this card from your graveyard to your hand. (A natural 20 is a roll that displays 20 on the die.)
"How do you kill what's already dead? That's how."
Whenever Delina attacks, choose target creature you control, then roll a d20.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token."
15—20 | Create one of those tokens. You may roll again.
As an additional cost to cast this spell, you may reveal a Dragon card from your hand or choose a Dragon you control.
Dragon's Fire deals 3 damage to target creature or planeswalker. If you revealed a Dragon card or chose a Dragon as you cast this spell, Dragon's Fire deals damage equal to the power of that card or creature instead.
Flash
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+0.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Siege Monster — When this creature enters, roll a d20.
1—9 | Each player sacrifices a permanent of their choice.
10—19 | Each opponent sacrifices a permanent of their choice.
20 | Each opponent sacrifices two permanents of their choice.
Farideh's Fireball deals 5 damage to target creature or planeswalker. Roll a d20.
1—9 | Farideh's Fireball deals 2 damage to each player.
10—20 | Farideh's Fireball deals 2 damage to each opponent.
Flying
This creature can't block.
Rejuvenation — When this creature dies, exile it. If you do, exile the top card of your library. Until the end of your next turn, you may play one of those cards. (If you cast Flameskull this way, you can't play the other card, and vice versa.)
Haste
Whenever this creature becomes blocked, it deals 1 damage to target creature blocking it.
Hate gets you only so far. A pointy stick can close the rest of the distance.
Equipped creature gets +1/+0 and has trample.
Equip
When this Equipment enters, roll a d20.
1—9 | Create a 1/1 red Goblin creature token.
10—20 | Create a 1/1 red Goblin creature token, then attach this Equipment to it.
Whenever this creature attacks, roll a d20.
1—9 | Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
10—19 | Create two Treasure tokens.
20 | Create three Treasure tokens.
Other Goblins you control get +1/+1.
, : This creature deals damage equal to the number of Goblins that entered the battlefield under your control this turn to any target.
In a hobgoblin's view of the world, the weak owe tribute and fealty to the strong.
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, this creature gains first strike until end of turn.
Hobgoblins do not fear death, for those who fall in battle have gained glory eternal.
Haste
Bugbears move with surprising speed for their size and bulk, a fact that has led to the demise of many unwary adventurers.
Improvised Weaponry deals 2 damage to any target. Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Anything can be a weapon if you swing it hard enough.
This spell can't be countered.
Flying, haste
: Inferno of the Star Mounts gets +1/+0 until end of turn. When its power becomes 20 this way, it deals 20 damage to any target.
The ancient dragon Imvaernarhro has earned his fiery nickname.
When this creature enters, if mana from a Treasure was spent to cast it, it gains first strike and haste until end of turn.
"Today? That'll cost you extra."
Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)
"We tried your way. Now we do it my way!"
—Jym, barbarian of Baldur's Gate
This spell can't be countered.
Magic Missile deals 3 damage divided as you choose among one, two, or three targets.
A tried-and-true favorite of many wizards, whatever their school.
Meteor Swarm deals 8 damage divided as you choose among X target creatures and/or planeswalkers.
Sometimes one fireball isn't enough.
Menace
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, you may put a Dragon creature card from your hand onto the battlefield tapped and attacking.
, : Add two mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
, , Sacrifice this artifact: Look at the top seven cards of your library. You may reveal a Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
When this creature enters, choose one —
• Smash the Chest — Destroy target artifact.
• Pry It Open — Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If mana from a Treasure was spent to cast this spell, that creature gets +2/+0 until end of turn.
"Most folks got mayhem in their hearts. Just gotta know their price."
Flying
Fire Breath — When this creature enters, it deals 4 damage to each opponent.
Red dragons consider the world and every creature in it as theirs to command.
First strike
Sacrifice an artifact: This creature gets +2/+0 until end of turn.
"They don't seem scary, but then you're suddenly standing there in your underclothes without a weapon. Then everything looks like a threat."
—Jarro, battle master
When this creature enters, roll a d20.
1—9 | Create a 1/1 red Goblin creature token.
10—19 | Create two of those tokens.
20 | Create three of those tokens.
Trample
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, you may sacrifice another creature. When you do, this creature deals damage equal to the sacrificed creature's power to target creature.
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
Fortune favors the fortunate.
Combat Inspiration — At the beginning of combat on your turn, target creature you control gets +1/+0 until end of turn.
"There is only one way forward: into legend."
You may play a card you own from outside the game this turn.
"If you had just one wish, what would it be? Gold, or angel song? Finding a lost love, or finding your way back home? Let me sing a song about one wish that came true . . ."
—Ellywick Tumblestrum
If you would create one or more Treasure tokens, instead create those tokens plus an additional Treasure token.
Xorns are native to the Elemental Plane of Earth, where gems and rare stones are plentiful. When summoned elsewhere they can be quite destructive in search of food.
Choose one —
• Intimidate Them — Up to two target creatures can't block this turn.
• Fend Them Off — Target creature gets +3/+1 until end of turn.
"Easy now, everyone. I'll take care of this."
—Nadaar
Choose one —
• Break Their Chains — Destroy target artifact.
• Interrogate Them — Exile the top three cards of target opponent's library. Choose one of them. Until the end of your next turn, you may play that card, and you may spend mana as though it were mana of any color to cast it.
Choose one —
• Charge Them — Creatures you control get +2/+0 until end of turn.
• Befriend Them — Create two 1/1 red Goblin creature tokens.
"I have the shot. Shall I take it?"
—Varis, Silverymoon ranger
Trample
Whenever Zalto is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)
Fire giants love to fight on a large scale, and Duke Zalto is one of the greatest warmongers of his age.
[+1]: Creatures you control get +1/+0 and gain haste until end of turn.
[0]: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
[−6]: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on this creature.
Capable of moving swiftly through even tightly-packed earth and leaping surprising distances above ground, bulettes are difficult to escape once they've caught scent of prey.
Target creature gets +2/+2 and gains trample until end of turn. Untap it.
As the iron bars of the portcullis parted like reeds, the defenders of the keep suddenly felt much less secure.
Choose one —
• Two-Weapon Fighting — Double target creature's power and toughness until end of turn.
• Archery — This spell deals 5 damage to target creature with flying.
"Move it, Varis, or I'll pick one for you!"
—Ellywick Tumblestrum
: Add for each creature you control.
The realms protected by druids of the Circle of Dreams are gleaming, fruitful places, where dream and reality blur together and the weary can find rest.
Bear Form — During your turn, this creature is a Bear with base power and toughness 4/2. (It loses all other creature types.)
Druids of the Circle of the Moon are fierce guardians of nature who haunt the deepest parts of the wilderness.
Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
"You might be four times my size, but I will not be ignored!"
: This creature gets +2/+2 and gains haste until end of turn. Activate only once each turn.
Large as horses, dire wolves must hunt often to satisfy their ravenous hunger. A mere human does little more than blunt their appetite.
(Gain the next level as a sorcery to add its ability.)
Landfall — Whenever a land you control enters, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.