As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
"That's a pretty ring! Trade you my knife for it."
Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, all creatures get -2/-2 until end of turn.
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
On Innistrad, one person's windfall usually starts with another person lying face down in the mud.
Whenever a token you control leaves the battlefield, each opponent loses 1 life and you gain 1 life.
Checking around every corner doesn't help if you forget to look up.
When this creature dies, create X tapped 1/1 green Squirrel creature tokens, where X is this creature's power.
Home is where the heart was.
Whenever another nontoken creature dies, you may create a 1/1 black Rat creature token.
Rats you control have deathtouch.
"His tenement is filled with the most vile, disgusting vermin. It's infested with rats, too."
—Branko One-Ear
When this creature enters, each player sacrifices a creature or planeswalker of their choice. Each player who can't discards a card.
"My power is generosity, in a way. I give my survivors an appreciation for their lives."
As an additional cost to cast this spell, you may sacrifice one or more creatures. When you do, copy this spell for each creature sacrificed this way.
You draw a card and lose 1 life.
Strixhaven forbade all magic from the Blood Age, so that is where Extus began his research.
When this creature enters, create a 0/1 white Goat creature token.
Sacrifice another creature: Scry 1.
Escape—, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with two +1/+1 counters on it.
Whenever this creature or another creature you control dies, each opponent loses 1 life and you gain 1 life.
"Eldrazi? Ha! Try walking through Zulaport at night with your pockets full. Now that's dangerous."
Choose one —
• Abrade deals 3 damage to target creature.
• Destroy target artifact.
"What do you mean a walking clock destroyed all our cannons?!"
—Captain Lannery Storm
Attacking creatures you control have double strike.
"Atarka's people starve while she feasts upon the bounty of their hunts. They must conquer ever more lands just for the sake of their own subsistence."
—Arel, Unseen Whisperer
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.")
"Unimaginable riches? I assure you, I have a vivid imagination."
If this creature hasn't been exerted this turn, you may exert it as it attacks. When you do, untap all other creatures you control and after this phase, there is an additional combat phase. (An exerted creature won't untap during your next untap step.)
Trample, haste
Alliance — Whenever another creature you control enters, double this creature's power until end of turn.
Nobody thought twice about checking their weapons at the door, until they were informed there was no weapon check at the door.
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
The storm rages and the earth breaks.
If a creature you control would deal damage to a permanent or player, it deals double that damage instead.
Only the Cabal could make a fight to the death more deadly.
: This creature gets +1/+0 until end of turn.
Whenever this creature enters or attacks, it deals 3 damage divided as you choose among one, two, or three targets.
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
When this enchantment enters, create two Treasure tokens.
The first spell you cast each turn that mana from a Treasure was spent to cast has cascade. (When you cast the spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Alliance — Whenever another creature you control enters, create a Treasure token if this is the first or second time this ability has resolved this turn. Otherwise, you may pay . When you do, this creature deals X damage to any target.
When this creature enters, create three 1/1 red Goblin creature tokens.
, Sacrifice a Goblin: This creature deals 2 damage to any target.
"Ready . . . uh . . . fire!"
Starstorm deals X damage to each creature.
Cycling (, Discard this card: Draw a card.)
Ever since the disaster, the city's survivors viewed the star-strewn sky with dread.
When this creature enters, create a 1/1 colorless Thopter artifact creature token with flying.
Artifact creatures you control have haste. (They can attack and as soon as they come under your control.)
Reach
Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
Her webs, spun from her own hair, reach from Nyx to the mortal world and even into the Underworld.
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
"Monsters dwell in every heart. We only think civilization tames them."
—Euphemia, Nexus watcher
Lands you control have ": Create a Treasure token."
Labyrinths of tunnels beneath the streets of the Caldaia offer an ample array of discreet routes for enterprising smugglers.
Destroy target artifact, enchantment, or creature with flying.
"Fynn climbed the highest peak and waited, still and silent, until the falling snow had hidden him entirely. When the great eagle flew past, the hunter's aim was true."
—Saga of the Wisdom Seeker
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.
Create a 1/1 green Squirrel creature token.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
"Friends, foragers, fuzzy fighters! Tonight we're after more than just acorns!"
—Larrel, Deep Forest hermit
At the beginning of your upkeep, you may sacrifice a token. If you do, put an acorn counter on this artifact.
Squirrels you control get +1/+1 for each acorn counter on this artifact.
, : Create a 1/1 green Squirrel creature token.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
All seeds share a common bond, calling to each other across infinity.
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When this creature enters, create four 1/1 green Squirrel creature tokens.
Squirrels you control get +1/+1.
Vigilance, trample, haste
When this creature enters, other creatures you control get +2/+2 and gain vigilance and trample until end of turn.
"Smash this city to pieces."
—Domri Rade
When Esika's Chariot enters, create two 2/2 green Cat creature tokens.
Whenever Esika's Chariot attacks, create a token that's a copy of target token you control.
Crew 4
You may play an additional land this turn.
Draw a card.
As he crested the final peak, Nidd gasped at the beauty laid out before him. Finally, he had found a place to rest his weary legs. A place to call home.
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
Once revered, then hunted, and now beyond memory.
Whenever another creature you control with power 3 or greater enters, you may draw a card.
"He has learned much in his long years. And unlike selfish humans, he's willing to share."
—Garruk Wildspeaker
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
This spell costs less to cast, where X is the total power of creatures you control.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
The earth walks, strongest of all.
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.
Creature spells you cast with power 4 or greater cost less to cast.
Whenever Goreclaw attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.
You don't want to know how she got that name.
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
"There's wisdom to be gained in death—whether it be one's own or someone else's."
—Jarad, Golgari Lich-Lord
Other creatures have "Whenever this creature attacks, you may have it fight Grothama, All-Devouring."
When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.
Whenever you draw your second card each turn, create a 2/2 green Cat creature token.
: Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards in your hand.
"Humans bring nothing but suffering and deceit. They are not welcome in my forest."
Trample
This creature enters with four +1/+1 counters on it.
Whenever this creature attacks, double the number of +1/+1 counters on each creature you control.
Even baloths fear its feeding time.
Reach
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
: Add one mana of any color.
: Target land you control becomes a 3/3 Elemental creature with haste until end of turn. It's still a land. Activate only as a sorcery.
Twigs broken underfoot in Llanowar tend to return the favor.
Landfall — Whenever a land you control enters, add one mana of any color.
Its hood blossoms as a warning: receive your gift, but stray no closer.
Trample
Whenever a player casts a spell, put a +1/+1 counter on this creature.
Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Whenever you cast a creature spell, create a 3/3 green Beast creature token.
Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control.
Landfall — Whenever a land you control enters, you gain 3 life.
Trample
Landfall — Whenever a land you control enters, create a 4/4 green Beast creature token.
"When the land is angry, so are they."
—Nissa Revane
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Nature grows solutions to its problems.
When Rishkar enters, put a +1/+1 counter on each of up to two target creatures.
Each creature you control with a counter on it has ": Add ."
"Aether is the soul of Kaladesh, and all souls should be free."
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
He'd chosen a sunlit clearing with open skies and an ample brook. All that remained was to find a worthy sapling.
Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater.
First, whispers of ancient days. Then, visions of things to come.
Sacrifice this creature: Prevent all combat damage that would be dealt this turn.
A progenitor of tadpoles and allergies in equal measure.
Enchant land
Enchanted land has ": Create a 1/1 green Squirrel creature token."
In the treetops, unseen by many, lurks chittering, skittering death.
Other Squirrels you control get +1/+1.
For rule of the Aldering Forest, Numstail stole the acorn from Nestwind, who stole it from Brankie, who stole it from Lightroot, who stole it from Leafpaw, who stole it from Darkfur . . .