When this enchantment enters, you may exile target artifact or enchantment.
At the beginning of your upkeep, you may exile target artifact or enchantment. If you do, its controller gains control of this enchantment.
Flying
: Creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.)
They are cautious with their body language and facial expressions. Any stray movement could betray the positions of the troops they protect and cost many lives.
Whenever you gain life, put a +1/+1 counter on this creature.
"When one of us prospers, the pride prospers."
—Jazal Goldmane
Flying
When this creature enters, exile target player's graveyard.
"Better the dead depart utterly than be enslaved."
Flying, vigilance
The sky rang with the cries of armored seraphs, and the darkness made a tactical retreat.
This creature can't be blocked.
When this creature enters, you gain 4 life.
When this creature enters, sacrifice it unless was spent to cast it.
"As peace should be—gentle yet unstoppable."
—Augustin IV
Whenever you gain life, you may pay . If you do, put a +1/+1 counter on target creature for each 1 life you gained.
Naya's trees grow tall and sturdy. Their foliage intertwines to form dewcups, rainwater pools where the elves gather to celebrate life.
Enchant player
Whenever a creature attacks enchanted player, its controller gains 1 life.
"Purge the damned, for they have no place among the righteous!"
—Seeta of Thraben
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
Infinitely powerless.
Flying
: Return this card from your graveyard to your hand. Activate only during your upkeep.
Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
When this creature enters, you may exile another target creature.
When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Enchant creature
: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.
Flying
When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Its wings disturb more than air.
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Destroy all creatures. They can't be regenerated.
Threshold — If there are seven or more cards in your graveyard, instead destroy all creatures, then create two 1/1 white Spirit creature tokens with flying. Creatures destroyed this way can't be regenerated.
Other creatures you control get +1/+1.
"Such a lord as this—all virtues' height—Had never been, nor ever was again."
Changeling (This card is every creature type.)
: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
Unaware of Lorwyn's diversity, it sees only itself, reflected a thousand times over.
When this enchantment enters and at the beginning of your upkeep, choose left or right.
Each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent.
Flying
When this creature enters, return target artifact card from your graveyard to your hand. You gain life equal to that card's mana value.
She incubates her eggs in gold and mana.
Whenever this creature blocks, exchange its power and the power of target creature it's blocking until end of combat.
"A great warrior studies many different disciplines and takes the best from each."
—Gideon Jura
Serra Avatar's power and toughness are each equal to your life total.
When Serra Avatar is put into a graveyard from anywhere, shuffle it into its owner's library.
"Serra isn't dead. She lives on through me."
Flash
Flying
When this creature enters, return a creature you control to its owner's hand.
When this creature enters, exile target card from a graveyard.
You gain 2 life. Then if you have more life than an opponent, draw a card.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Tempting offer — Put a +1/+1 counter on each creature you control. Each opponent may put a +1/+1 counter on each creature they control. For each opponent who does, put a +1/+1 counter on each creature you control.
Put target nonland permanent into its owner's library just beneath the top X cards of that library.
Once you've been dragged down the currents of time, you'll never quite trust your own permanence again.
Defender, flying
At the beginning of your end step, you may gain life equal to the power of target creature you control.
The lives of elves are long, but their memories are longer. Even after death, they do not desert their homes.
Destroy all creatures. They can't be regenerated.
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant and sorcery spells cost less to cast.
Debates between wizards are never purely academic.
When this creature enters, look at the top three cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Tap an untapped Wizard you control: Draw a card.
"Choices belong to those with the luxuries of time and distance. We have neither. I recommend we proceed with the plan to destroy all shrines of the kami."
—Lady Azami, letter to Sensei Hisoka
Target player draws X cards. Shuffle Blue Sun's Zenith into its owner's library.
"The Origin Query will wait. We must ensure we survive to return to it."
—Pelyus, vedalken ordinar
Draw a card for each tapped creature target opponent controls.
Kongming and Lu Su tricked Wei troops into shooting over 100,000 arrows at them to later use against the Wei at Red Cliffs.
Draw three cards.
At Red Cliffs, Kongming and Zhou Yu each wrote his plan for defeating Wei on the palm of his hand. They laughed as they both revealed the same word, "Fire."
Enchant creature
You control enchanted creature.
"Do as I think, not as I do."
—Jace Beleren
Enchant player
Whenever a player attacks enchanted player with one or more creatures, that attacking player may tap or untap target permanent of their choice.
"As long as I pull the strings, you will dance."
—Tezzeret
Flash (You may cast this spell any time you could cast an instant.)
When this creature enters, choose one —
• Untap target permanent you control.
• Tap target permanent an opponent controls.
Target player draws two cards.
Flashback—, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"The specimen seems to be broken."
Counter target spell.
Draw a card.
"There is nothing you can do that I cannot simply deny."
—Ertai, wizard adept
Whenever this creature deals combat damage to a player, you and that player each draw that many cards.
Sentience is its natural habitat.
Flying
: Exchange control of two target nonlegendary creatures. You can't activate this ability during combat.
The winds of change have a mind of their own.
Flying
When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control this creature.
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-3
2/4
, : Copy target instant or sorcery spell. You may choose new targets for the copy.
LEVEL 4+
2/5
, : Copy target instant or sorcery spell twice. You may choose new targets for the copies.
Defender (This creature can't attack.)
Flying
Prevent all combat damage that would be dealt to and dealt by this creature.
"The union of sea and sky makes a perfect cover."
—Talrand, sky summoner
Defender, flying
Prevent all combat damage that would be dealt to this creature.
It lingers near the outposts of the Makindi Trenches, inadvertently granting another layer of defense.
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-2
2/2
This creature can't be blocked.
LEVEL 3+
3/3
Shroud (This creature can't be the target of spells or abilities.)
This creature can't be blocked.
Cast this spell only during the declare blockers step on an opponent's turn.
Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or planeswalkers you control that combat.
, : Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
"This is a sacred duty. Master Beleren's trust has bought an eternity of my loyalty."
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
Whenever Lu Xun deals damage to an opponent, you may draw a card.
Defender
When this creature enters, you may return target instant or sorcery card from your graveyard to your hand.
"I'd build an entire fortress of them if I could."
—Mzali, Lighthouse archmage
Target player draws four cards.
"Opportunity isn't something you wait for. It's something you create."
Choose left or right. Starting with you and proceeding in the chosen direction, each player chooses a creature controlled by the next player in that direction. Each player gains control of the creature they chose.
"Long live . . . me."
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
"The cost of your opposition will be extracted from your wits."
—Nekusar, the Mindrazer
Each player draws X cards.
"True riches are found in the mazes of the mind."
—Tamiyo, the Moon Sage
Flying
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Flying
Whenever an artifact creature you control deals combat damage to a player, you may create a 1/1 blue Thopter artifact creature token with flying.
Whether mechanical or biological, life finds a way to propagate itself.
Each player draws X cards.
Forecast — , Reveal this card from your hand: Each player draws a card. (Activate only during your upkeep and only once each turn.)
"All clouds should be so organized."
—Isperia
Kicker and/or (You may pay an additional and/or as you cast this spell.)
When this creature enters, if it was kicked with its kicker, you gain 3 life.
When this creature enters, if it was kicked with its kicker, destroy target nonblack creature. That creature can't be regenerated.
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
"Plans evolved within the tent decide a victory 1,000 li away."
Tempting offer — Choose target creature you control. Create a token that's a copy of that creature. Each opponent may create a token that's a copy of that creature. For each opponent who does, create a token that's a copy of that creature.