: Exile target creature card from a graveyard. Create a 1/1 green Saproling creature token.
"Those may be the squirms of one life ending or of another beginning. Either way, I'd leave it alone."
—Rakka Mar
Whenever a permanent an opponent controls is put into a graveyard, put that card onto the battlefield under your control unless that opponent pays 3 life.
"There are none alive that I cannot crush. There are none dead that I do not command."
Counter target spell. Its controller loses 3 life and you gain 3 life.
"Amateurish. Nearsighted. A waste of my time and everyone else's."
—Indra, nullmage of Vectis
Reach
If a creature is attacking you and you control a Forest and a Plains, you may cast this creature without paying its mana cost and as though it had flash.
The surprise of a battle cry can be as deadly as a blade.
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, it gains double strike until end of turn.
Many sigils, one purpose.
: Target creature with power 5 or greater gains first strike until end of turn.
Naya teems with gargantuans, titanic monsters to whom both nature and civilization defer.
When this creature enters, exile all lands.
When this creature leaves the battlefield, return the exiled cards to the battlefield tapped under their owners' control.
The behemoth roared, and the world was blasted free of empires and tyrants.
Lifelink
Rhox monks are dedicated to spiritual growth and learning, and most bear the sigils of many students. However, they do not gladly suffer fools or those who disagree with their carefully wrought dogma.
Haste
If you breathe, she will fight you. If you breathe fire, she must fight you.
Target creature gets +3/+3 and gains double strike until end of turn.
Some believe the spiky crystal called sangrite is concentrated dragon's breath. Others think it's crystallized life energy. The clans care only about the power it unleashes when crushed.
[+1]: Creatures you control get +1/+1 and gain haste until end of turn.
[−2]: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
[−6]: Create five 4/4 red Dragon creature tokens with flying.
Flying
Whenever this creature deals combat damage to a player, that player discards 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.)
Each creature card in your graveyard has unearth . (: Return the card to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
He bids his minions rise from their graves to their knees.
Flying
When Sharuum enters, you may return target artifact card from your graveyard to the battlefield.
To gain audience with the hegemon, one must bring a riddle she has not heard.
Until end of turn, target creature you control gets +3/+3 and other creatures you control get +1/+1.
"For unwavering commitment and unflinching strength, the Order of the White Orchid confers its sigil. Rise, knight-captain, and do your duty."
Flying
At the beginning of your end step, you gain 3 life if this creature is untapped. Otherwise, each opponent loses 3 life.
"What rises without legs, whispers without a voice, bites without teeth, and dies without having life?"
When this creature dies, create three 1/1 green Saproling creature tokens.
The vast network of predation on Jund has actually caused some strange creatures to adapt to being eaten.
Vigilance
: Add .
Knight-stewards guard the Sun-Dappled Court, a grove of immense, sculptured olive trees that represent Valeron's twelve noble families.
Flying, vigilance
Players can't untap more than one creature during their untap steps.
Even the most battle-hardened soldiers pause in her presence for a moment of introspection.
Change the target of target spell with a single target.
"We can't beat the necromancers in numbers or raw power. We must beat them with ingenuity and timing."
—Rannon, Vithian holdout
, : Target player loses 1 life and reveals their hand.
Agents of the Architects of Will mark their victims as a reminder that their secrets are secret no longer.
When this creature enters, target opponent reveals their hand and you choose a nonland card from it. Exile that card.
When this creature leaves the battlefield, return the exiled card to its owner's hand.
Flying
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
The scullers beneath Esper keep strixes as trained pets, and set them loose when a fare refuses to pay.
Until end of turn, creatures you control get +5/+5 and gain first strike, trample, and lifelink.
"Retribution is best delivered by claws and rage, with both magnified."
—Ajani
Flying
"Esper, like any work of art, can be truly appreciated only from a distance."
—Tezzeret
Destroy three target permanents.
"Words are a waste of time. Destruction is a language everyone understands."
—Sarkhan Vol
Flying
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
The greatest gift you can give a sea aven is solitude.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
This creature has flying as long as an artifact card is in your graveyard.
She knows the names and secrets of each of Esper's twenty-three winds.
One of the most ferocious and deadly gargantuans, the thoctar never sees its worshippers, but it often awakens surrounded by gifts and sacrifices.
If you would lose the game, instead shuffle your hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20.
It shows not what you are but what you were.
Whenever a nontoken creature you control enters, you may pay . If you do, create a token that's a copy of that creature, except it has haste and "At the beginning of the end step, sacrifice this permanent."
To crack a mirror is to provide an opening for the reflection to escape.
: Add , , or .
Whether incorporated into the structure of castles or admired as lone symbols, the obelisks stand for Bant's values of loyalty, honor, and truth.
: Add , , or .
It is a monument as austere, unyielding, and inscrutable as Esper itself.
: Add , , or .
Like most features of Grixis, the obelisks that remain from the time of Alara now exist only for dark exploitation.
: Add , , or .
Volcanic ash-winds batter it, climbing vines overwhelm it, dragonfire roasts it, and yet it still stands as a testament to a forgotten world.
: Add , , or .
Centuries have passed since the plane shattered, yet the obelisks of each shard faithfully serve their long-forgotten purpose.
Equipped creature has deathtouch.
Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up.
Equip
: Target player exiles a card from their graveyard.
, Exile this artifact: Exile all graveyards. Draw a card.
Elves believe the hydra-god Progenitus sleeps beneath Naya, feeding on forgotten magics.
This Equipment enters with X charge counters on it.
Equipped creature gets +1/+1 for each charge counter on this Equipment.
Equip—Remove a charge counter from this Equipment.
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
: 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.
: Add , , or .
"They say the ruins of Sedraxis were once a shining capital in Vithia. Now it is a blight, a place to be avoided by the living."
—Olcot, Rider of Joffik
: 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 .
, , Sacrifice this land: Search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
There is no height above Grixis that is free from the stench of death.
: Add .
, , Sacrifice this land: Search your library for a basic Swamp, Mountain, or Forest card, put it onto the battlefield tapped, then shuffle.
The sky is the dragon's throne, the seat from which it issues its fiery decrees.
This land enters tapped.
: Add , , or .
On Naya, ambition and treachery are scarce, hunted nearly to extinction by the awe owed to terrestrial gods.
: Add .
, , Sacrifice this land: Search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle.
Between the thunderous footfalls of Naya's behemoths lie moments of perfect quiet.
This land enters tapped.
: Add , , or .
Jund is a world as cruel as those who call it home. Their brutal struggles scar the land even as it carves them in its image, a vicious circle spiraling out of control.
This land enters tapped.
: Add , , or .
For wisdom's sake, it was built high to gaze on all things. For glory's sake, it was built high as a testament of power. For strength's sake, it was built high to repel all attacks.
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