Kicker (You may pay an additional as you cast this spell.)
Exile target artifact or enchantment. If this spell was kicked, exile target nonland permanent instead.
No one knew why the spiritmongers were so enraged by Phyrexian technology, but it was a stroke of good luck for the Coalition.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with ", , Sacrifice this token: You gain 3 life." Treasure is an artifact with ", Sacrifice this token: Add one mana of any color.")
This spell can't be countered.
Indestructible
Toski attacks each combat if able.
Whenever a creature you control deals combat damage to a player, draw a card.
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
With the cycles of day and night unspooled, the twisted sway of the moon only grew. And grew.
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional .
, Sacrifice this Aura: Create a 2/2 green Wolf creature token. Activate only during your turn.
Flying
At the beginning of each upkeep, create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life."
Pay 10 life: Untap all lands you control. Activate only once each turn.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target nonland permanent an opponent controls.
II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle.
III — Creatures you control gain deathtouch until end of turn.
Flying
When this creature enters, you gain 2 life and draw two cards.
All the aether charts in the world can't compete with the trained eye of a talented scout.
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
Snaking remnants of nature directed by a body of thought and progress, the oracles embody all that is Simic.
Destroy target artifact, target creature, target enchantment, and target land. (You can't cast this spell unless you have legal choices for all its targets.)
Anarchy comes in many forms: social, individual, Gruul . . .
Vigilance
This creature gets +1/+1 for each color among permanents you control.
: For each color among permanents you control, add one mana of that color.
Its wide-reaching roots draw more than water.
Each other non-Human creature you control enters with an additional +1/+1 counter on it.
"Does it matter what it is? Take it and be grateful!"
: Each player may draw a card, then each player who drew a card this way gains 1 life.
"Why so slow, why so slow? Hurry up! You never know what you'll find."
Whenever a creature you control dies, you gain 1 life and draw a card.
"The heroes of the past nourish our spirits by their example—and nourish our crops by their decay."
—Jeddeg, philosopher of graves
Reach (This creature can block creatures with flying.)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever another creature dies, each opponent loses 1 life.
"One more step and you're mine."
Destroy target artifact or creature. It can't be regenerated.
"We are all decaying, always in a state of near-death. One moment without breath and we begin to break down."
—Cevraya, Golgari shaman
Whenever you sacrifice an artifact or creature, put a +1/+1 counter on this creature.
, Sacrifice an artifact or creature: You gain 1 life and draw a card.
"Nope, no monsters in the forest. Nothing in there but squirrels."
—Joskun, An-Havva constable
Parley — : Each player reveals the top card of their library. For each nonland card revealed this way, add and you gain 1 life. Then each player draws a card.
"The Lowlands refuse to suffer at the whims of the High City."
: Put a +1/+1 counter on target creature you control.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment.
At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
Reach
When this creature enters, you may sacrifice another creature. When you do, destroy target nonland permanent.
When this creature dies, you may gain 1 life for each creature card in your graveyard. If you do, exile this card from your graveyard.
Return a creature you control to its owner's hand, then destroy all creatures.
"To comprehend the full answer requires years of temporal study. In short, they were now never born in the first place."
—Teferi
For any number of opponents, destroy target nonland permanent that player controls.
Not all who remember Urza do so with fondness.
If you would create a Clue, Food, or Treasure token, instead create one of each.
Automated systems at the Tolarian Academy sort new acquisitions for optimal use, determining which should be studied, eaten, or sold.
, : Add .
The maze-like design embodies the core of Azorius law—strict structure designed to test wills and stall change.
, Sacrifice this creature: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Not born of nature, but deeply connected to it nonetheless.
When this creature enters, you gain 2 life.
When this creature leaves the battlefield, draw a card.
Inspired by industrious silkworms, its maker crafted it to restore the broken pieces of the world.
When this artifact enters, draw three cards.
: Add three mana of any one color.
Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it.
: Add one mana of any color that a land an opponent controls could produce.
"What do you have that I cannot obtain?"
—Mairsil, the Pretender
Each player may play an additional land on each of their turns.
At the beginning of each player's upkeep, if that player has no cards in hand, that player draws three cards.
This detailed model allows the edificers to examine the city from every angle.
: Add three mana of any one color.
"The perfection of the lotus reminds me of my hopes for this world . . . and my failures. I will not rest until I've atoned for them."
—Karn
, : Add .
Depending on your point of view, the seal represents a proud guardian of the natural cycle or one who has sold her soul to darkness for eternal life.
, : Add .
Gruul territorial markings need not be legible. The blood, snot, and muck used to smear them are unmistakably Gruul.
When this creature dies, you gain 2 life.
, Sacrifice this creature: Exile target noncreature artifact or noncreature enchantment.
"They're easy enough to squish, but they're a pain to wash out of a workbench."
—Tergel, goblin explosioneer
: Add .
, , Sacrifice this artifact: Draw two cards.
"You've begun to understand the hedrons' true purpose," said Ugin. "The Eldrazi can be imprisoned."
"And how did that work out last time?" asked Jace.
At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste.
Equip
Forged out of flowstone for the queen of Vesuva.
: Draw a card. Activate only if you created a token this turn.
, , Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
"Arise, great one, and cleanse the world of our enemies!"
, : Add .
The Izzet signet is redesigned often, each time becoming closer to a vanity portrait of Niv-Mizzet.
Creatures you control are every creature type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
, : Create a 2/2 blue Shapeshifter creature token with changeling. (It is every creature type.)
: Add .
, , Sacrifice this artifact: Draw a card.
"What is mana but possibility, an idea not yet given form?"
—Jhoira, master artificer
Flying
: Add one mana of any color.
"Through even our darkest days, we must never cease creating. Each new invention brings value to the world, be it beauty, utility, or both."
—Rashmi, aether-seer
Psychosis Crawler's power and toughness are each equal to the number of cards in your hand.
Whenever you draw a card, each opponent loses 1 life.
"If that brain can't figure out the secret of the serum, then add more brains."
—Rhmir, Hand of the Augur
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
The mind is a beautiful bounty encased in an annoying bone container.
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
When this artifact enters, destroy target permanent.
When this artifact is put into a graveyard from the battlefield, return it to its owner's hand.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"There is great wisdom in rushing headlong into combat . . . if you're prepared."
—Kenjek, captain of the Thousand Swords
: Add .
: Add or . This artifact deals 1 damage to you.
: Add .
: Add or . This artifact deals 1 damage to you.
"The continual rise of the downtrodden is as inevitable as vines usurping a forest."
—Vraska
You have no maximum hand size.
: Add .
Infinite possibilities contained in a finite space.
: Add .
Urza's metathran children were conceived, birthed, and nurtured by an integrated system of machines.
: Add .
: Add or . This land deals 1 damage to you.
Left barren by the Brothers' War, it stands as a stark reminder of Dominaria's likely fate should the Coalition fail.
This land enters tapped.
: Add .
Cycling (, Discard this card: Draw a card.)
: Add .
: Add or . This land deals 1 damage to you.
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add .
: Add .
: Add or . This land deals 1 damage to you.
"Urza fortified every thirty miles on the path to Tomakul, creating a network of trenches the brothers would trade for decades."
—The Antiquities War
(: Add or .)
This land enters tapped unless you control two or more basic lands.
The continent of Murasa lies beneath a blanket of dense vegetation, its enormous branches tangled so thickly that some inhabitants never see the ground.
: Add .
, : Add , , or .
Travelers bathe in the falls to wash away curses from the pucas who lurk nearby.
This land enters tapped unless you control a Plains.
: Add .
, : Create a 1/1 white Human creature token.
Without Ardenvale's loyalty, the realm would greedily devour itself.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
On the volcanic continent of Akoum, bizarre vegetation clusters around gas vents, and jagged mountain peaks rise high into the air.
This land enters tapped unless you control a Mountain or a Plains.
: Add or .
The sunlight falls pristine on the temple at Epityr, softened by the remembered shadows of angelic saviors' wings.