Enchant creature you control
When enchanted creature deals combat damage to a player, sacrifice it and attach this Aura to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
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.
[+2]: Discard up to two cards, then draw that many cards.
[−2]: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield.
[−10]: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step."
Daretti, Scrap Savant can be your commander.
Flying
Whenever this creature deals combat damage to a player, each player discards their hand, then draws seven cards.
"You'll bend to my will—with or without your precious sanity."
When Godo enters, you may search your library for an Equipment card, put it onto the battlefield, then shuffle.
Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, there is an additional combat phase.
Choose one —
• Until end of turn, you gain control of target creature and it gains haste.
• Sacrifice a creature. Grab the Reins deals damage equal to that creature's power to any target.
Entwine (Choose both if you pay the entwine cost.)
Flying, haste
: This creature gets +X/+0 until end of turn, where X is the number of artifacts you control.
Its flight sets the sky itself on fire.
Flying, trample
Whenever this creature deals combat damage to a player, gain control of all artifacts that player controls.
At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.
: Draw two cards. Target opponent gains control of this creature. Activate only during your turn.
"You were once Mardu, so your body and will are strong. Now we must train your mind."
—Houn, Jeskai elder
Whenever a creature an opponent controls attacks, if you're the defending player, create a 3/3 red Ogre creature token unless that creature's controller pays .
Warning to those who scale the cliffs without paying tribute: It's a long way down.
Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Each player discards their hand, then draws seven cards.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
In a wave of spells called the Cursemute, Avacyn cleansed the world with divine fire.
Sacrifice an artifact: Target artifact gains indestructible until end of turn.
"I used to joke that he had been exiled for being too smart. Now I know why he never laughed."
—Glissa Sunseeker
Haste
Whenever another creature you control dies, it deals damage equal to its power to target player or planeswalker.
Something roams the killing places, sniffing the guilt of the slayers, stalking them on iron paws.
Changeling (This card is every creature type.)
Whenever an opponent casts a spell, you may put a +1/+1 counter on this creature.
The power of a waterfall. The fury of an avalanche. The intellect of a gale-force wind.
As an additional cost to cast this spell, sacrifice an artifact.
Return target artifact card from your graveyard to the battlefield.
Goblins generally have two possessions: one per hand.
Return target instant or sorcery card from your graveyard to your hand. Volcanic Vision deals damage equal to that card's mana value to each creature your opponents control. Exile Volcanic Vision.
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Each player discards their hand, then draws seven cards.
Starting with you, each player separates all permanents they control into three piles. Then each player chooses one of their piles at random and sacrifices those permanents. (Piles can be empty.)
Whipflare deals 2 damage to each nonartifact creature.
The slag-workers wasted no time in creating their own flare pulses to cleanse the area of the incompleat.
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
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.
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
The first vine shows the others where to grow.
Creatures with power less than this creature's power can't block creatures you control.
Whenever another creature you control enters, put a +1/+1 counter on this creature.
Join forces — Starting with you, each player may pay any amount of mana. Each player searches their library for up to X basic land cards, where X is the total amount of mana paid this way, puts them onto the battlefield tapped, then shuffles.
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.
Creatures with power less than this creature's power can't block it.
Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
When this creature is turned face up, return target card from your graveyard to your hand.
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Threshold — If there are seven or more cards in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
"How truly vast this city must be, that I have traveled so far and seen so much, yet never once found the place where the buildings fail."
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.
Its blood is life. Its body is growth.
When this creature dies, you may exile it. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and put all other cards revealed this way into your graveyard.
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
"Naga shed their scales. We wear ours with pride."
—Golran, dragonscale captain
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
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.
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.
"The land grows only where the kami will it."
—Dosan the Falling Leaf
Whenever an opponent casts a spell, reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, you may put that card on the bottom of your library.
All are prey to the eyes of the wild.
Trample
Whenever a player casts a spell, put a +1/+1 counter on this creature.
Devour 2 (As this creature enters, you may sacrifice any number of creatures. It enters with twice that many +1/+1 counters on it.)
At the beginning of your upkeep, create a 1/1 green Saproling creature token for each +1/+1 counter on this creature.
At the beginning of each player's upkeep, that player chooses target player who controls more creatures than they do and is their opponent. The first player may reveal cards from the top of their library until they reveal a creature card. If the first player does, that player puts that card onto the battlefield and all other cards revealed this way into their graveyard.
: Add one mana of any color that a land an opponent controls could produce.
Fight with a friend at your back, steel in your hands, and magic in your veins.
—Quirion creed
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Nature grows solutions to its problems.
This creature enters with X +1/+1 counters on it, where X is the total number of cards in all players' hands.
, Remove a +1/+1 counter from this creature: Search your library for a land card, reveal it, put it into your hand, then shuffle.
At the beginning of each player's draw step, that player draws an additional card.
Each player may play an additional land on each of their turns.
"Dance, and bring forth the coil! It is an umbilical to Gaea herself, fattening us with the earth's rich bounty."
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
There were no tombstones in orochi territory. Slain warriors were buried with a tree sapling, so they would become a part of the forest after death.
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
The first satyr to wake after a revel must search for the site of the next one.
: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on this creature and you gain 1 life.
In nature, not a single bone or scrap of flesh goes to waste.
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.
Strive — This spell costs more to cast for each target beyond the first.
Choose any number of target creatures. Double the number of +1/+1 counters on each of them.
: Add one mana of any color that a land an opponent controls could produce.
Any creature on a druid's shoulder is his family, any land under his feet his home.
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
All Saprolings get +1/+1.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, create four 1/1 green Saproling creature tokens.
Trample
Lieutenant — As long as you control your commander, this creature gets +2/+2 and other creatures you control get +2/+2 and have trample.
If you hear it, it's too late.
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has trample.
One quiet word sets off the stampede.
When this creature dies, each player may search their library for up to two basic land cards, put them onto the battlefield, then shuffle.
Defender
When this creature enters, draw a card.
Each flower identical, every leaf and petal disturbingly exact.
Whenever this creature attacks, each other creature you control gets +X/+X until end of turn, where X is this creature's power.
"When they covered the world in city, all they did was give themselves nowhere to run."
Choose one —
• Exile target creature with power 3 or greater.
• You draw two cards and you lose 2 life.
• Distribute two +1/+1 counters among one or two target creatures.
Haste
Whenever this creature attacks, creatures you control gain first strike and deathtouch until end of turn.
The stature of the fighter matters less than the depth of the cut.
Destroy target artifact. It can't be regenerated. Create X 1/1 green Saproling creature tokens, where X is that artifact's mana value.
"From shards and splinters I call forth my living horde."
—Molimo, maro-sorcerer
Destroy target enchantment. Create X 1/1 green Saproling creature tokens, where X is that enchantment's mana value.
"Life can be found in all things, even things unnatural."
—Multani, maro-sorcerer