Flying
When this creature enters, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Scry 2, then draw two cards. You lose 2 life. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
The dead know lessons the living haven't learned.
Flying
Whenever a creature an opponent controls dies, you may gain 3 life.
Whenever an opponent discards a card, you may gain 3 life.
Whenever you gain life, target opponent loses that much life.
"Blood is constant. Every drop I drink, someone must bleed."
—Vradeen, vampire nocturnus
As an additional cost to cast this spell, exile X cards from your graveyard.
You draw X cards and you lose X life.
Flying
When this creature enters, create two 1/1 black Bat creature tokens with flying.
, Sacrifice a Bat: Create two 1/1 black Bat creature tokens with flying.
Sacrifice a Bat: Regenerate this creature.
Each other player discards a card. You draw a card for each card discarded this way.
When tempers run high, it's easy to lose your head.
Enchant land
Enchanted land has ", Pay 1 life: Draw a card."
If you're looking for it, it's available. The question is how much you're willing to pay.
Flying
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
As they fought the Eldrazi, many vampires learned to live among humans. Others were unable to make the adjustment.
Flying
, : This creature deals damage equal to its power to target creature. That creature deals damage equal to its power to this creature.
Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
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.
Multikicker (You may pay an additional any number of times as you cast this spell.)
Choose any target, then choose another target for each time this spell was kicked. Comet Storm deals X damage to each of them.
Dragon creatures you control get +3/+3.
"The dragon is a perfect marriage of power and the will to use it."
—Sarkhan Vol
Whenever a creature you control with flying enters, it gains haste until end of turn.
Whenever a Dragon you control enters, it deals X damage to any target, where X is the number of Dragons you control.
Dragon spells you cast cost less to cast.
Atarka serving-goblins coat themselves with grease imbued with noxious herbs, hoping to discourage their ravenous masters from adding them to the meal.
Dragon spells you cast cost less to cast.
"We speak the dragons' language of flame and rage. They speak our language of fury and honor. Together we shall weave a tale of destruction without equal."
Earthquake deals X damage to each creature without flying and each player.
They fell screaming into the depths of the chasm like so many pebbles tossed down a well.
Flying, haste
Whenever this creature attacks, you may pay . If you do, untap all attacking creatures and after this phase, there is an additional combat phase.
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.
Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.
"If you're not having fun, what's the point of living forever?"
Flying
When Ryusei dies, it deals 5 damage to each creature without flying.
Flying
Whenever this creature or another Dragon you control enters, it deals X damage to any target, where X is the number of Dragons you control.
: This creature gets +1/+0 until end of turn.
Flying, haste
Lieutenant — As long as you control your commander, this creature gets +2/+2 and has "Whenever this creature attacks, it deals 7 damage to target creature defending player controls."
Nothing escapes its gaze—or its breath.
Flying
Whenever a Dragon you control attacks, create a 6/6 red Dragon creature token with flying.
The fear of dragons is as old and as powerful as the fear of death itself.
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Choose one —
• Destroy target creature with flying.
• Destroy target artifact.
"Your veil's curse won't stop me, deathmage. I have taken down countless night hunters and this dark plane is not big enough for you to hide."
—Garruk Wildspeaker, to Liliana Vess
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.
Whenever a creature you control with power 3 or greater enters, draw a card.
"I want to help Zendikar. Show me the way."
—Nissa Revane
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."
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of each of your main phases, add .
• Dragons — Whenever a creature you control with flying enters, you may have it fight target creature you don't control.
Draw three cards.
"Words lie. People lie. The land tells the truth."
Until end of turn, target creature gets +3/+3 and gains trample and "Whenever this creature deals combat damage to a player, draw that many cards."
To be counted among the warriors of Setessa's Leina Tower, you must not fear death, only failure.
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
Whenever Jedit Ojanen attacks or blocks, create a 2/2 green Cat Warrior creature token with forestwalk.
The cat warriors recognized this Jedit's face, but not his fierce loyalty to Efrava.
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
Search your library for up to two basic Forest cards, reveal those cards, and put one onto the battlefield tapped and the rest into your hand. Then shuffle.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, search your library for up to three basic Forest cards instead of two.
Choose one or more —
• Destroy target artifact.
• Destroy target enchantment.
• Destroy target land.
When the forests became havens for evil, the archmages devised new ways to cleanse the wilds.
Destroy target artifact or enchantment and up to one other target artifact or enchantment.
There are many ruins, but there used to be many more.
Draw cards equal to the power of target creature you control.
An avatar he sculpts of wisdom and strength.
: You may return another creature you control to its owner's hand. If you do, this creature gains indestructible until end of turn.
The Temur see themselves as a pack, their bonds more primal than the Abzan's.
Whenever you tap a land for mana, add one mana of any type that land produced. (The types of mana are white, blue, black, red, green, and colorless.)
Whenever you cast a creature spell, draw a card.
Flying, trample
Whenever a Dragon you control attacks, it gains double strike until end of turn.
"Her hunger knows no limit. Left unchecked, she would feast on all of Tarkir."
—Yasova Dragonclaw
Equipped creature gets +2/+2 and has trample and lifelink.
Equip
Those who worship the great gargantuans could hardly be expected to fight with a subtle weapon.
Flying
When Bladewing enters, you may return target Dragon permanent card from your graveyard to the battlefield.
: Dragon creatures get +1/+1 until end of turn.
Lifelink, protection from white and from black
As long as you have 30 or more life and an opponent has 10 or less life, this creature gets +6/+6 and has flying.
Flying
When this creature enters, create a 4/4 red Dragon creature token with flying.
Frozen in fear, the goblins stared upward at the circling hunter—and were promptly eaten by its diving mate.
Cast this spell only during combat.
Return target creature card from your graveyard to the battlefield. That creature gains haste. Return it to your hand at the beginning of the next end step.
You may put a creature card from your hand onto the battlefield. That creature gains haste. Its controller sacrifices it at the beginning of the next end step.
Crackling Doom deals 2 damage to each opponent. Each opponent sacrifices a creature with the greatest power among creatures that player controls.
Do not fear the lightning. Fear the one it obeys.
Flying
Whenever Crosis deals combat damage to a player, you may pay . If you do, choose a color, then that player reveals their hand and discards all cards of that color.
Choose one —
• Return target permanent to its owner's hand.
• Destroy target nonblack creature. It can't be regenerated.
• Destroy target artifact.
A pretty bauble of persecution.
Flying
Whenever a Dragon you control attacks, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
"The bane of countless shattered weapons, each a failure to slay her."
—Daghatar the Adamant
: Return this creature to its owner's hand.
Cascade (When you cast this 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.)
: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.)
As long as this creature is monstrous, it has hexproof and indestructible.
: You may cast target creature card in a graveyard this turn. When you cast it this turn, this creature gains all activated abilities of that card until end of turn.
Fusing intelligence with the power of undeath requires inspiration of the darkest kind.
Flying
Whenever Intet deals combat damage to a player, you may pay . If you do, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet remains on the battlefield.
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
He ensures not only whether but also when and where the lightning strikes twice.
Flying
Whenever a Dragon you control attacks, creatures you control get +1/+0 until end of turn.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Other creatures you control have dethrone.
Whenever a creature you control with a +1/+1 counter on it dies, return that card to the battlefield under your control at the beginning of the next end step.
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost.
"Vengeance is the echo of the victim's own crime."
—Grensch, merrow cutthroat
Choose one —
• Exile all artifacts.
• Exile all creatures.
• Exile all enchantments.
• Exile all planeswalkers.
, : Draw two cards.
, , Discard a card: This creature deals damage to target creature equal to the discarded card's mana value.
What some see as "distracted" is really "fathoming the unfathomable."