When this creature dies, destroy all creatures blocking or blocked by it. They can't be regenerated.
Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack.
Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.
Until end of turn, if damage would be dealt to any creature, you may have that damage dealt to you instead.
The willow knows what the storm does not: that the power to endure harm outlives the power to inflict it.
: This creature deals 1 damage to target attacking or blocking creature.
Destroy target artifact. You gain life equal to its mana value.
D'Haren stared at the twisted lump of metal that had been a prized artifact. The fight was getting ugly.
Prevent all damage that would be dealt to target creature this turn.
Theodar strode the battle lines, snatching swords with his bare hands and casting them aside until all cowered before him.
Protection from red
Creatures named Ivory Guardians get +1/+1 as long as an opponent controls a nontoken red permanent.
The elite guard of the Mesa High Priests, the Ivory Guardians were created to protect the innocent and faithful.
And then the Archangel Anthius spoke to them, saying, "Fear shall be vanquished by the Sword of Faith."
: Target player chooses a card name, then reveals the top card of their library. If that card has the chosen name, that player puts it into their hand. If it doesn't, the player puts it into their graveyard.
Protection from red
"For my confession they burned me with fire
And found that I was for endurance made."
—The Arabian Nights, trans. Haddawy
Creatures you control get +0/+2 until end of turn.
Trample; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
"When elephants fight it is the grass that suffers."
—Kikuyu proverb
: This creature deals 1 damage to target player or planeswalker.
, : Return target creature an opponent controls to its owner's hand.
Flying
The Azure Drake would be more powerful were it not so easily distracted.
Return target permanent to its owner's hand.
"O! call back yesterday, bid time return." —William Shakespeare, King Richard the Second
When this enchantment enters, create a token that's a copy of target nontoken creature.
When this enchantment leaves the battlefield, exile the token.
When the token leaves the battlefield, sacrifice this enchantment.
At the beginning of your upkeep, sacrifice this enchantment unless you pay .
This creature can't attack unless defending player controls an Island.
When you control no Islands, sacrifice this creature.
Attach target Aura attached to a creature or land to another permanent of that type.
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
Enchanted creature has islandwalk. (It can't be blocked as long as defending player controls an Island.)
Then the maiden bade him cast off his robes and cover his body with fishliver oil, that he might safely follow her into the sea.
Choose one —
• Destroy target red permanent.
• Return target Mountain to its owner's hand.
Many people say that no power can bring the mountains low. Many people are fools.
You and target player exchange control of the creature you each control with the greatest mana value. Then exchange control of artifacts the same way. If two or more permanents a player controls are tied for greatest, their controller chooses one of them.
Enchant creature
When enchanted creature dies, return that card to its owner's hand. If that card is returned to its owner's hand this way, you may pay . If you do, return this card to its owner's hand.
Discard X cards, then return a card from your graveyard to your hand for each card discarded this way. Exile Recall.
Counter target creature spell.
Nethya stiffened suddenly, head cocked as if straining to hear some distant sound, then fell lifeless to the ground.
Cast this spell only during the declare attackers step.
Target creature can't be blocked this turn.
Defender (This creature can't attack.)
Prevent all damage that would be dealt to this creature by creatures it's blocking.
"Walls of a castle are made out of stone,/ Walls of a house out of bricks or of wood./ My walls are made out of magic alone,/ Stronger than any that ever have stood."
—Chrysoberyl Earthsdaughter, Incantations
Defender (This creature can't attack.)
: This creature gets +4/-4 until end of turn and can attack this turn as though it didn't have defender.
So confusing is the Wall's appearance that few of its victims even see it move.
, : This creature deals half X damage, rounded down, to any target, and half X damage, rounded up, to you.
Some say Banshees are the hounds of Death, baying to herd their prey into the arms of their master.
This creature can't be blocked by Walls.
Their stench was vile and strong enough, but not nearly as powerful as their hunger.
: This creature deals 1 damage to any target and 1 damage to any target of an opponent's choice.
Flying
Sacrifice a creature: This creature gets +2/+1 until end of turn.
: At the beginning of your next upkeep, choose a basic land type. This creature gains landwalk of the chosen type until the end of that turn. (It can't be blocked as long as defending player controls a land of that type.)
Whenever this creature attacks, it deals 3 damage to you unless you pay .
, Sacrifice a creature: Return target creature card from your graveyard to the battlefield. Activate only during your upkeep.
You might leave here, Chenndra, should another take your place . . . .
, : All damage that would be dealt to you this turn by target attacking creature is dealt to this creature instead.
"When churchyards yawn and hell itself breathes out/ Contagion to this world."
—William Shakespeare, Hamlet
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature.
When enchanted creature dies, that creature's controller chooses a creature that this card could enchant. If the player does, return this card to the battlefield under your control attached to that creature. If they don't, return this card to the battlefield under your control as a non-Aura enchantment. It loses "enchant creature" and gains "At the beginning of that player's upkeep, this enchantment deals 1 damage to that player."
At the beginning of your upkeep, this creature deals 1 damage to each opponent and planeswalker it has dealt damage to this game.
Magic often masters those who cannot master it.
At end of combat, gain control of all creatures blocking this creature for as long as you control this creature.
Switch target creature's power and toughness until end of turn.
"You know what I was,/ You see what I am: change me, change me!"
—Randall Jarrell, The Woman at the Washington Zoo
Defender (This creature can't attack.)
Prevent all damage that would be dealt to this creature by creatures it's blocking.
This creature can't be the target of spells that can target only Walls or of abilities that can target only Walls.
Flying (This creature can't be blocked except by creatures with flying or reach.)
First strike (This creature deals combat damage before creatures without first strike.)
At the beginning of your upkeep, you may sacrifice an artifact. If you don't, tap this creature and it deals 2 damage to you.
Choose one —
• Destroy target blue permanent.
• Return target Island to its owner's hand.
, : Gain control of target artifact for as long as you control this creature.
Protection from red
This creature gets +1/+1 as long as an opponent controls a nontoken white permanent.
Bogardan is a land as volatile as the creatures who live there.
Nonbasic lands are Mountains.
Heavy light flooded across the landscape, cloaking everything in deep crimson.
Flying
: This creature gets +1/+0 until end of turn. Activate only once each turn.
: Flip a coin. If you win the flip, draw a card. If you lose the flip, counter target artifact spell you control that isn't the target of an ability from another creature named Goblin Artisans.
, Sacrifice this creature: Destroy target Wall.
"From down here we can make the whole wall collapse!" "Uh, yeah, boss, but how do we get out?"
Enchant land
As long as enchanted land is a basic Mountain, Goblin creatures get +1/+0.
When this Aura leaves the battlefield, it deals 1 damage to each Goblin creature.
"I knew it weren't no ordinary pile of—you know."
—Norin the Wary
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
When you control a Dwarf, sacrifice this creature.
Discard a card: If the discarded card was a land card, this enchantment deals 2 damage to target player or planeswalker. Any player may activate this ability.
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
Protection from white
The Yeti's single greatest asset is its unnerving ability to blend in with its surroundings.
This creature attacks each combat if able.
At the beginning of your upkeep, put a +1/+1 counter on this creature. Then you may pay , where X is the number of +1/+1 counters on it. If you don't, tap this creature and it deals X damage to you.
Defender (This creature can't attack.)
At a distance, we mistook the sound for a waterfall . . . .
Defender (This creature can't attack.)
: This creature gets +1/+0 until end of turn.
Like so many obstacles in life, the Wall of Opposition is but an illusion, held fast by the focus and belief of the one who creates it.
This creature can't be blocked by artifact creatures.
Prevent all damage that would be dealt to this creature by artifact creatures.
After the rape of Argoth Forest during the rule of the artificers, the Pixies of Argoth bent their magic to more practical ends.
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
These stealthy felines have survived so many battles that some believe they must possess many lives.
Enchant creature you control
When this Aura enters, tap enchanted creature and put three pupa counters on this Aura.
Enchanted creature doesn't untap during your untap step if this Aura has a pupa counter on it.
At the beginning of your upkeep, remove a pupa counter from this Aura. If you can't, sacrifice it, put a +1/+1 counter on enchanted creature, and that creature gains flying.
All creatures have haste.