Toxic 2 (Players dealt combat damage by this creature also get two poison counters. A player with ten or more poison counters loses the game.)
When this creature enters, you and target opponent each create a Treasure token.
Whenever an opponent sacrifices a noncreature token, that player gets two poison counters.
Each Fungus and Saproling you control has ": Add ."
At the beginning of your end step, create a 1/1 green Saproling creature token.
Create two 1/1 green Saproling creature tokens. (Then exile this card. You may cast the creature later from exile.)
When this enchantment enters, any number of target opponents each draw a card. Put an ingredient counter on this enchantment, then put an ingredient counter on it for each card drawn this way.
Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of ingredient counters on this enchantment.
Trample
Hideaway 3, hideaway 3 (When this creature enters, look at the top three cards of your library, exile one face down, then put the rest on the bottom in a random order. Then do it again.)
Whenever this creature deals combat damage to a player, if there are cards exiled with it, you may play one of them without paying its mana cost.
Choose three. You may choose the same mode more than once.
• Put two +1/+1 counters on target creature.
• Create a token that's a copy of target token you control.
• Target player creates a 1/1 green Squirrel creature token.
• Target opponent sacrifices a nontoken artifact of their choice.
Myriad, myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Then do it again. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, put a +1/+1 counter on target creature you control.
When this enchantment enters, put X +1/+1 counters on target creature, where X is that creature's power.
At the beginning of your end step, draw two cards if you control the creature with the greatest power or tied for the greatest power.
No pain, no fame.
: Add one mana of any color.
Whenever you expend 8, return up to one target permanent card from your graveyard to your hand. (You expend 8 as you spend your eighth total mana to cast spells during a turn.)
It takes great courage—and great curiosity—to tail calamity.
Gift an Octopus (You may promise an opponent a gift as you cast this spell. If you do, when it enters, they create an 8/8 blue Octopus creature token.)
At the beginning of each end step, create a token that's a copy of target creature token that entered the battlefield this turn.
Haste
Whenever another creature you control with base power 1 enters, it gains haste until end of turn.
Whenever another creature you control enters, if it wasn't cast, put a +1/+1 counter on this creature and this creature can't be blocked this turn.
This Vehicle gets +1/+1 for each Hamster you control.
Whenever this Vehicle attacks, create three 1/1 red Hamster creature tokens, then it deals X damage to any target, where X is the number of Hamsters you control.
Crew 3
Equipped creature gets +1/+1 for each creature you control with base power or toughness 1.
Whenever a Hamster, Mouse, Rat, or Squirrel you control enters, you may attach this Equipment to that creature.
Equip
Activated abilities of artifacts your opponents control can't be activated.
[+1]: Until your next turn, up to one target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value.
[−2]: You may reveal an artifact card you own from outside the game or choose a face-up artifact card you own in exile. Put that card into your hand.
Flying
Whenever a creature you control without flying dies, return it to the battlefield under its owner's control with a flying counter on it.
[+2]: Look at the top card of target player's library. You may put that card on the bottom of that player's library.
[0]: Draw three cards, then put two cards from your hand on top of your library in any order.
[−1]: Return target creature to its owner's hand.
[−12]: Exile all cards from target player's library, then that player shuffles their hand into their library.
Each opponent can't draw more than one card each turn.
[−2]: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever Ink-Eyes deals combat damage to a player, you may put target creature card from that player's graveyard onto the battlefield under your control.
: Regenerate Ink-Eyes.
[+1]: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.
[−3]: Target creature gets +X/+X or -X/-X until end of turn, where X is the number of Swamps you control.
[−6]: You get an emblem with "Swamps you control have ': Add .'"
All Rats have fear.
, Sacrifice a Rat: Create X 1/1 black Rat creature tokens, where X is the number of Rats you control.
They don't follow orders. They follow him.
: Create a 1/1 green Insect creature token.
"She only makes the trek through Valley when she's hungry. I fear it's not just our crops she enjoys."
—Lop, rabbitfolk farmer
Flying
: Add one mana of any color.
"How lovely! An ambassador from outside Valley arrived today in Three Tree City. Animalfolk from all over have come to welcome them."
—Ms. Bumbleflower
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
If one or more tokens would be created under your control, those tokens plus that many 1/1 green Squirrel creature tokens are created instead.
, Sacrifice X Squirrels: Target creature gets +X/-X until end of turn.
Flying
When this creature enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
, : Create a Food token.
, Sacrifice a Food: Add one mana of any color.
Whenever you tap a Forest for mana, add an additional .
[+1]: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
[−8]: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
This creature gets +1/+1 for each other Squirrel on the battlefield.
"You're already surrounded."
Flying, deathtouch
When this creature enters, draw a card.
It came from beyond Valley. Not a calamity like the Great Maha, and not animalfolk. It was something new.
Flying
When Derevi enters and whenever a creature you control deals combat damage to a player, you may tap or untap target permanent.
: Put Derevi onto the battlefield from the command zone.
Deathtouch
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
Flying
Whenever an opponent casts a spell, put a +1/+1 counter on Ishai.
Partner (You can have two commanders if both have partner.)
: Each player may draw a card, then each player who drew a card this way gains 1 life.
"Invite your friends! Invite your family! Invite some strangers! Tonight we feast!"
Flying
Whenever you cast a noncreature spell, create a 1/1 white Spirit creature token with flying.
Sacrifice a Spirit: Add .
He calls forth his flock from dancing zephyrs and swirling clouds.
Each opponent can cast spells only any time they could cast a sorcery.
[+1]: Until your next turn, you may cast sorcery spells as though they had flash.
[−3]: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
[+2]: Look at the top card of target player's library. You may put that card on the bottom of that player's library.
[0]: Draw three cards, then put two cards from your hand on top of your library in any order.
[−1]: Return target creature to its owner's hand.
[−12]: Exile all cards from target player's library, then that player shuffles their hand into their library.
[+1]: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.
[−3]: Target creature gets +X/+X or -X/-X until end of turn, where X is the number of Swamps you control.
[−6]: You get an emblem with "Swamps you control have ': Add .'"
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
If one or more tokens would be created under your control, those tokens plus that many 1/1 green Squirrel creature tokens are created instead.
, Sacrifice X Squirrels: Target creature gets +X/-X until end of turn.
Whenever you tap a Forest for mana, add an additional .
[+1]: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
[−8]: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
[+1]: Create three 1/1 white Soldier creature tokens.
[−3]: Destroy all creatures with power 4 or greater.
[−7]: You get an emblem with "Creatures you control get +2/+2 and have flying."
Creatures you control get +1/+0.
[+1]: Add or . Creature spells you cast this turn can't be countered.
[−2]: Target creature you control fights target creature you don't control.
[0]: Create two 2/2 black and green Wolf creature tokens with "When this token dies, put a loyalty counter on each Garruk you control."
[−3]: Destroy target creature. Draw a card.
[−6]: You get an emblem with "Creatures you control get +3/+3 and have trample."
[+1]: Choose up to two target creatures. Until your next turn, whenever either of those creatures deals combat damage, you draw a card.
[−2]: Tap up to two target nonland permanents. They don't untap during their controller's next untap step.
[−7]: Draw three cards. You get an emblem with "You may cast spells from your hand without paying their mana costs."
During your turn, each non-Equipment artifact and non-Aura enchantment you control with mana value 4 or greater is a 4/4 Elemental creature in addition to its other types and has indestructible, haste, and "Whenever this creature deals combat damage to a player, draw a card."
, Pay 2 life, Tap X untapped tokens you control: Add X mana in any combination of colors.
At the beginning of your end step, create a token that's a copy of target token you control. If that token is a Squirrel, instead create two tokens that are copies of it.
Vigilance
Whenever you cast a spell, target opponent draws a card. Put a +1/+1 counter on target creature. It gains flying until end of turn. If this is the second time this ability has resolved this turn, you draw two cards.
Flying
Zinnia gets +X/+0, where X is the number of other creatures you control with base power 1.
Creature spells you cast gain offspring as you cast them. (You may pay an additional as you cast a creature spell. If you do, when that creature enters, create a 1/1 token copy of it.)
Each opponent draws a card, then you draw a card for each opponent who drew a card this way.
The beauty of Valley is born from the differences between animalfolk, not despite them.
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
The appearance of large beasts from faraway lands remains a debate between animalfolk communities.
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.
Enchant creature
Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.
Exile target creature. Its controller gains life equal to its power.
The same muscles used to swing a sword can be used to feed a burrow.
Draw two cards. Then discard a card unless you attacked this turn.
"Let's go somewhere no calamity can follow."
—Otho Darkclaw, reformed river pirate
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
"From the day we are born, we do our best to survive. We fight. We run. We fear. But we cannot protect ourselves from change."
—Ark, lizardfolk blacksmith
(Gain the next level as a sorcery to add its ability.)
You have no maximum hand size.
: Level 2
When this Class becomes level 2, draw two cards.
: Level 3
Whenever you draw a card, put a +1/+1 counter on target creature you control.
Destroy target creature. If that creature dies this way, its controller creates two tokens that are copies of that creature, except their power is half that creature's power and their toughness is half that creature's toughness. Round up each time.
This spell costs less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
In the early days of Valley, desperate animalfolk harnessed the power of Calamity Beasts in ways that destroyed more than defended.
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
"Has anyone seen Fli-fli? Is he still out with those frogfolk wizards?"
—Illa, otterfolk scout
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
Whenever a creature you control enters, it deals damage equal to its power to any target.
No fortification, however high, can protect those who provoke the ire of the molefolk.
Whenever a creature you control attacks, you may put a quest counter on this enchantment.
As long as this enchantment has seven or more quest counters on it, creatures you control get +5/+5.
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
For most animalfolk, Valley is a paradise. But among some adventurers, the promise of "somewhere else" is just as captivating.
Draw three cards.
You don't need to know the words to sing along.