A spike and a maul are needed to crack their shells, but the taste is worth the effort.
Choose three. You may choose the same mode more than once.
• Counter target spell unless its controller pays .
• Return target creature to its owner's hand.
• Draw a card.
Counter target noncreature spell.
"It is fascinating to see how the people of this plane replicate magical techniques without a natural gift. Also frustrating."
—Jace Beleren
Flying (This creature can't be blocked except by creatures with flying or reach.)
The people of the Sevick Isles have a unique understanding of the term "ominous clouds."
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Her prophecies amaze her even as she speaks them.
Target player draws four cards.
"Opportunity isn't something you wait for. It's something you create."
Enchant creature
Enchanted creature has ": Scry 1, then draw a card." (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
Flying
When this creature enters, untap up to five lands.
"Always a welcome sight breaking through the clouds."
—Talrand, sky summoner
This creature can't be blocked.
"The construction of a defense is not accomplished by adding bricks."
—Jace Beleren
: Target player draws a card, then discards a card.
Progress comes at a price.
Flying
When this creature enters, gain control of target creature for as long as this creature remains on the battlefield.
One glamer leads him far from home. The next washes away his memory that home was ever anywhere but at her side.
Counter target spell with mana value 2.
With practice, the measurement of magic can lead to its mastery.
Exchange control of two target creatures.
Say hello to your new friend.
Flying
Whenever you cast a spell, return target permanent to its owner's hand.
The stadium tests more than just fighting skill. For example, swimming ability.
Put target nonland permanent on top of its owner's library.
Fblthp had always hated crowds.
As this creature enters, choose a player.
This creature has protection from the chosen player.
: This creature gets +1/-1 until end of turn.
"Beware an eddy where there should be none or a stretch that flows too fast or too slow."
—Old Fishbones, Martyne river guide
Destroy target creature. Its controller discards a card.
When Selesnya missionaries moved into the Shanav Quarter, they faced scorn, ridicule, and ultimately martyrdom.
Destroy target tapped creature.
"This is how wars are won—not with armies of soldiers but with a single knife blade, artfully placed."
—Yurin, royal assassin
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
One of the many reasons why open-air markets close at dusk.
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a card, put that card into your hand, then shuffle.
When this creature dies, create a 2/2 black Zombie creature token.
There is only one fate left to those banished from the God-Pharaoh's city.
When this creature enters, target creature an opponent controls gets -1/-1 until end of turn.
"Boggart blood disgusts me almost as much as the foul creatures themselves."
Target player discards two cards. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Target creature gets +3/+1 and gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Silumgar trains those whom he favors in his magic, granting them the ability to spread his disdain across the land.
Target creature gets -3/-3 until end of turn.
Takedowns in Valor's Reach are never meant to be lethal, but that doesn't mean they won't be incredibly painful.
Destroy target creature. Add .
"You harbor such vast potential. It would be such a shame to let you die of old age."
—Zul Ashur, lich lord
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw cards equal to the mana value of the sacrificed permanent.
"Every creation carries a piece of its creators. Their knowledge, their dreams, their soul. That is the best part."
Whenever you tap a Swamp for mana, add an additional .
: This creature gets +1/+1 until end of turn.
Hate is an everlasting wellspring from which it is eternally sustained.
This creature enters with five +1/+1 counters on it.
Whenever a player casts a spell, remove a +1/+1 counter from this creature. If you do, create a 2/2 black Zombie creature token.
Flying
When this creature dies, you may destroy target creature with mana value 3 or less.
Dragons of Silumgar's brood begin to digest their prey even before consuming it, letting their caustic breath do much of the work.
As this creature enters, choose an opponent.
This creature gets -1/-1 for each card in the chosen player's hand.
Born of volcanic forces, it thrives on the absolute panic it inspires.
Target player draws two cards and loses 2 life.
"You wish to remember this lesson? I will write it down for you."
—Senifet, vizier of Bontu
It's rare that the Prakhata Club closes its doors. It's also rare that Lord Gonti meets with Consul Kambal. What are the odds the two would occur on the same day?
Whenever a creature dies, you may put a quest counter on this enchantment.
Remove three quest counters from this enchantment and sacrifice it: Create a 5/5 black Zombie Giant creature token.
When this creature enters, exile target creature card from a graveyard. You gain life equal to that card's toughness.
Is it at the top of the food chain or the bottom?
Flying
When this creature dies, each opponent discards a card.
"A shrill creature that delights in the misery of others—what's not to love?"
—Braids, dementia summoner
This creature enters tapped.
Once he gets up and going, he will forever shamble on.
When this creature enters, each player sacrifices a creature of their choice.
It's sent into unguilded districts by the Orzhov to collect the souls of those no one will miss.
Flying
This creature enters with two +1/+1 counters on it.
Whenever another creature dies, put a +1/+1 counter on this creature.
In the Gudul delta, bloodfly bites are indistinguishable from spear wounds.
, Pay 3 life: Flip a coin. If you win the flip, you gain 6 life.
Rakdos cultists are her best customers. They never flinch at pain and are seldom good at math.
When this creature dies, you may pay . If you do, return it to the battlefield tapped under its owner's control.
Raising the bones of Hekjek the Mad proved far easier than getting them to lie back down.
Bathe in Dragonfire deals 4 damage to target creature.
The scent of cooked flesh lingers in the charred landscape of Tarkir.
Defender
: Target creature gains haste until end of turn.
"I will build no sanctuaries. The safety you seek can be won only by the sword."
—Yannash, outpost builder
At the beginning of combat on your turn, you may have target creature get +2/+0 until end of turn.
The shaman rattles not to inspire a battle fury but to drown out the shrieks of those fleeing the Eldrazi.
Blaze deals X damage to any target.
Fire never dies alone.
Target creature fights another target creature. (Each deals damage equal to its power to the other.)
Succession is a matter of blood, and by blood it is often decided.
Cowards can't block Warriors.
: Target creature becomes a Coward until end of turn.
: Target creature becomes a Warrior until end of turn.
"Now everyone knows what you are."
Whenever this creature attacks, it gets +2/+0 until end of turn.
Though she is rightly feared, there are relatively few tales of her deeds in battle, for few survive her raids.
Chain Lightning deals 3 damage to any target. Then that player or that permanent's controller may pay . If the player does, they may copy this spell and may choose a new target for that copy.
Enchant creature
Enchanted creature has haste.
: Enchanted creature gets +1/+0 until end of turn.
When a creature with mana value 6 or greater enters, you may return this card from your graveyard to the battlefield attached to that creature.
Flying
: This creature gets +1/+0 until end of turn.
"Those dragons grow fast. For a while they feed on squirrels and goblins and then suddenly you're missing a mammoth."
—Hurdek, Mazar mammoth trainer
Earth elementals have the eternal strength of stone and the endurance of mountains. Primordially connected to the land they inhabit, they take a long-term view of things, scorning the impetuous haste of short-lived mortal creatures.
This creature can't attack or block alone.
The only livestock that will survive for long in the Smelting District, ember beasts serve many functions—none of them willingly.
When this creature enters, gain control of target creature an opponent controls with power 2 or less until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.)
If you stare at the sun for too long, you'll lose your ability to see clearly.
Target creature gains haste until end of turn.
Draw a card.
"I run, and thunder follows."
: This creature deals 5 damage to target player or planeswalker.
Inside even the humblest goblin lurks the potential for far greater things—and far worse.
, Sacrifice a land: Put a +1/+1 counter on this creature.
At the beginning of your end step, you may have this creature deal damage equal to the number of +1/+1 counters on it to target player or planeswalker.
Finding an unexplored world, they immediately set it on fire.
Enchant creature
Enchanted creature gets +3/+0 and has first strike. (It deals combat damage before creatures without first strike.)
"The victim was either clawed to death or struck by lightning. Possibly both."
—Pel Javya, Wojek investigator