Creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.)
At sea, the Jhessian fleet strikes swiftly and decisively. On land, facing the elite cavalry of Valeron, its marines must rely on more cautious strategies.
: This creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy that creature.)
Even on Esper, there are those who eschew the use of magic in favor of simpler methods.
Reveal the top card of your library and put that card into your hand. You lose life equal to its mana value. You may repeat this process any number of times.
When the task spilled over into undeath, he stopped calling it his life's work.
Flying, trample
At the beginning of your upkeep, sacrifice a non-Zombie creature, then create a 2/2 black Zombie creature token.
The necropolis at Unx was once a living city, its streets untrodden by death.
Enchant creature
When enchanted creature dies, that creature's controller loses life equal to its toughness.
The consuming undeath of Grixis terrifies the survivors of Vithia, but its fauna is just as fearsome.
When this creature enters, target creature gets -1/-1 until end of turn.
Warriors of the Rip Clan wear their beetle-acid scars proudly, even modifying clothing and armor to better display the trophy.
As an additional cost to cast this spell, sacrifice a creature.
Destroy target creature.
Witches of the Split-Eye Coven speak of a future when Grixis will overflow with life energy. For now, they must harvest vis from the living to fuel their dark magics.
When this creature enters, you may search your library for a creature card, put that card into your graveyard, then shuffle.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
At the beginning of your upkeep, each player discards a card.
"Give me your memories, and you will have release from the suffering they bring you."
Skeletons you control and other Zombies you control get +1/+1 and have deathtouch. (Any amount of damage they deal to a creature is enough to destroy it.)
For the necromancer barons, killing and recruitment are one and the same.
Whenever another creature dies, you may gain 1 life.
"The bones of allies grant wisdom. The bones of enemies grant strength. The bones of dragons grant life eternal."
, , Sacrifice a blue creature, a black creature, and a red creature: Search your library for a card named Prince of Thralls, put it onto the battlefield, then shuffle.
"May these deaths be the first of many."
"On our thirty-fourth day of digging, we unearthed a chamber that contained the intact remains of several species long extinct from Grixis. One in particular should make a fine siege engine . . . ."
—Last notes of Shungus Nod, fleshcrafter
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
The undead of Grixis are fueled by their hatred of the living.
, , Sacrifice this artifact: Destroy target nonblack creature.
There is always a moment of trepidation before opening a message capsule, for fear of the judgment that might be contained within.
When this creature enters, each player sacrifices a creature of their choice.
Grixis is a world where the only things found in abundance are death and decay. Corpses, whole or in part, are the standard currency among necromancers and demons.
Flying
Whenever another artifact you control enters, this creature gets +2/+2 until end of turn.
Before the zealots of the Ethersworn came to power, Esper illusionists dreamed up creations to mimic a variety of substances.
, : Draw a card, then discard a card.
, : Target creature can't block this turn.
Vitals of Grixis who eschew undeath must scrape and scratch to retain their mortality. The result is a breed of inventive mages.
, Exile two cards from your graveyard: Draw a card.
If damage would be dealt to you, prevent that damage. Exile a card from your graveyard for each 1 damage prevented this way.
When there are no cards in your graveyard, you lose the game.
All creatures get -2/-2 until end of turn.
"This is why we don't go out in banewasp weather."
—Rannon, Vithian holdout
: Target player loses 1 life.
The goblet was a gift from the sphinx Gorael, who hoped humans and vedalken would eventually destroy each other to acquire it, leaving all of Esper to her own kind.
, : Create a 0/1 blue Homunculus artifact creature token.
At the beginning of your upkeep, sacrifice a Homunculus.
He scowls at his imperfect creation, then crushes it to scrap. He salvages the etherium and begins anew.
Target player discards a card at random.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, target player discards two cards at random.
You may sacrifice three artifacts rather than pay this spell's mana cost.
Exile three artifact cards from your graveyard: Return this card from your graveyard to your hand.
Flying
Whenever another creature dies, you may put a +1/+1 counter on this creature.
Dragons consider drakes to be mockeries of their perfection, destroying them on sight.
Exile target card from a graveyard. You gain 3 life.
"The future is a snake, devouring your life backwards through time. And when you die, believe me, it doesn't stop feeding."
—Sedris, the Traitor King
: This creature gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)
Kathari, the sickly aven of Grixis, have learned that the corpses by the shoreline are more trap than treat.
Flying
, Sacrifice a creature: Regenerate this creature.
Undeath doesn't end the kathari's search for carrion; it only removes one corpse from the Dregscape.
Devour 2 (As this creature enters, you may sacrifice any number of creatures. It enters with twice that many +1/+1 counters on it.)
When this creature enters, target player discards a card for each creature it devoured.
: This creature gets +1/-1 until end of turn.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Flying
, : This creature deals damage equal to its power to target creature. That creature deals damage equal to its power to this creature.
Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
Cycling (, Discard this card: Draw a card.)
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Sacrifice this creature: It deals 4 damage to target creature. Activate only as a sorcery.
Elementals born of Jund are as cruel and unstable as the plane itself.
Haste
: Target creature with power 5 or greater gains haste until end of turn.
Naya's celebrants stoke the gargantuans into a rage, loosing a tide of muscle with the precision of an arrow.
Devour 1 (As this creature enters, you may sacrifice any number of creatures. It enters with that many +1/+1 counters on it.)
When this creature enters, it deals 3 damage to each creature.
Dragon creatures you control get +3/+3.
"The dragon is a perfect marriage of power and the will to use it."
—Sarkhan Vol
Create two 1/1 red Goblin creature tokens.
Goblins journey to the sacrificial peaks in pairs so that the rare survivor might be able to relate the details of the other's grisly demise.
, , Sacrifice a black creature, a red creature, and a green creature: Search your library for a card named Hellkite Overlord, put it onto the battlefield, then shuffle.
The penultimate step of the ritual involves bathing in a delicious glaze.
At the beginning of your end step, if you control a creature with power 5 or greater, you may have this creature deal 2 damage to target player or planeswalker.
: Add .
The artistry of Etlan's firedancers is more spectacular when behemoths join in.
Flying
Whenever this creature attacks, you may pay . If you do, it deals X damage to any target.
Dragon lords of Jund rule by edicts of flame.
At the beginning of your upkeep, create a 1/1 red Goblin creature token with haste.
Goblin creatures attack each combat if able.
A goblin raid is a delicate gambit—a blend of stealth, precision, and screaming death.
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
Goblin lairs sit high in Jund's mountains. This gives the goblins easy access to the sacrificial peaks above and lets them build up a head of steam before attacking prey down below.
Flying, haste
At the beginning of the end step, sacrifice this creature.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Whenever another creature dies, you may have this creature deal 1 damage to target player or planeswalker.
Viashino thrashes keep iguanars as hunting companions, giving them wounded captives as playthings.
Each mutation causes the incurables to look vastly different from one another. They are left with only one thing in common: their insatiable lust for the slaughter.
, : Target player loses 1 life.
, : Create a 1/1 green Saproling creature token.
"Of your blood I will make my mead, an offering to the thirsty jungle."
Enchant creature
Enchanted creature gets +3/+0 and has first strike. (It deals combat damage before creatures without first strike.)
"This is going to hurt a lot, but on the bright side, you'll be dead soon."
—Sedris, the Traitor King
Magma Spray deals 2 damage to target creature. If that creature would die this turn, exile it instead.
"Jund is a wounded world. Beware its searing blood spilling out onto the surface."
—Rakka Mar
Flying, haste
Devour 2 (As this creature enters, you may sacrifice any number of creatures. It enters with twice that many +1/+1 counters on it.)
Dragons make for spiteful gods.
Resounding Thunder deals 3 damage to any target.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, it deals 6 damage to any target.
Cycling (, Discard this card: Draw a card.)
"Only those with the strength to seize their destiny deserve to have one."
—Nacatl scratchforms
First strike
Whenever another creature dies, you may put a +1/+1 counter on this creature.
On Jund, even the landscape is a deadly hunter. Volcanoes, tar pits, and rock slides seem to prey upon the living.
When this creature enters, creatures you control get +1/+0 until end of turn.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Skeletonize deals 3 damage to target creature. When a creature dealt damage this way dies this turn, create a 1/1 black Skeleton creature token with ": Regenerate this token."
Fire burns away both flesh and freedom.
Target creature you control deals damage equal to its power to any target.
An avatar he sculpts of anger and flame.
Devour 2 (As this creature enters, you may sacrifice any number of creatures. It enters with twice that many +1/+1 counters on it.)
: This creature gains trample until end of turn.
Devour 3 (As this creature enters, you may sacrifice any number of creatures. It enters with three times that many +1/+1 counters on it.)
Viashino thrashes are led by elders who have survived countless challenges.
, Discard a card: Regenerate this creature.
Underneath the Dregscape lay the remains of creatures long extinct from Grixis.
Whenever a creature dies, you may have this enchantment deal damage to target player equal to the number of cards in that player's hand.
"Thrashes of the ancient past still linger in spirit and shadow, desperate to sink their claws into our souls."
—Rakka Mar
: This creature deals 1 damage to any target.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)