: This creature gains flying until end of turn.
No heartbeat to hear, no greed to bribe, no fear of death.
Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Flying, trample
At the beginning of your upkeep, this creature deals 1 damage to each player. Then if you have 10 or less life, put a +1/+1 counter on this creature.
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
Even the darkest corners of Ravnica still lie in the shadow of the Church.
When this creature enters, you draw a card and you lose 1 life.
"I've always said full war chests win wars, but I didn't mean by bashing enemy skulls with them."
—Teysa
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
"Many have sought snake-twined Pharika's panacea. Do you wish to share their fate?"
Whenever another creature you control dies, this creature deals 1 damage to each opponent and you gain 1 life.
In theory, the Guildpact keeps guild feuds from spiraling out of control. Personal feuds, however, are not covered.
: Target creature can't block this turn.
"You say this Tenth District, not Rubblebelt. But where smash happen, that Rubblebelt. Rubblebelt state of mind."
—Urgdar, cyclops philosopher
Up to two target creatures each get +1/+0 and gain first strike until end of turn. (They deal combat damage before creatures without first strike.)
It's hard to shout "Shields up!" with a javelin in your chest.
Cosmotronic Wave deals 1 damage to each creature your opponents control. Creatures your opponents control can't block this turn.
"This sort of innovation occurs when you set out to improve an electric tea kettle and misplace a decimal."
When this creature enters, it deals 1 damage to each opponent and 1 damage to each creature your opponents control.
"Keep coming. I have knives enough for everyone."
Menace (This creature can't be blocked except by two or more creatures.)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Butcher's training, warrior's heart.
Direct Current deals 2 damage to any target.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Trample
Whenever you cast an instant or sorcery spell, this creature gets +1/+0 until end of turn.
Rain runoff in the Smelting District is known to spontaneously burst into flame.
Battalion — Whenever this creature and at least two other creatures attack, target creature can't block this turn.
The flaming fist of Boros holds the promise of both protection and destruction in its grasp.
Whenever this creature attacks, you may pay . If you do, target creature can't block this turn.
The upside to not thinking about the consequences is that you'll always surprise those who do.
Create two 1/1 red Goblin Wizard creature tokens with prowess. (Whenever you cast a noncreature spell, they get +1/+1 until end of turn.)
"Quiet in the library" soon gave way to larger concerns.
: This creature gets +2/+2 until end of turn.
"No peace accord will save Ravnica. You don't build on rot. You burn it down and start again."
—Domri Rade
Whenever you sacrifice a permanent, this creature deals 1 damage to any target.
To the Rakdos, screams of delight and screams of terror are one and the same.
Create two 1/1 red Goblin creature tokens.
Krenko's hirelings are unflinchingly loyal.
Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
"Places, everyone!"
—Judith
Lightning Bolt deals 3 damage to any target.
The sparkmage shrieked, calling on the rage of the storms of his youth. To his surprise, the sky responded with a fierce energy he'd never thought to see again.
When this creature dies, return target instant or sorcery card from your graveyard to your hand.
Not all storms come from the sky.
Whenever this creature blocks or becomes blocked by a creature, this creature deals 1 damage to that creature.
"Nobody ever listens to my complaints! Not even when I use the listening stick."
Bloodrush — , Discard this card: Target attacking creature gets +3/+1 until end of turn.
Whenever one or more creatures you control deal combat damage to a player, if this card is in your graveyard, you may pay . If you do, return this card to your hand.
Reduce to Ashes deals 5 damage to target creature. If that creature would die this turn, exile it instead.
"Before they can go to their final rest, the wicked must be purified by fire."
—Harra the Adjudicator
Menace (This creature can't be blocked except by two or more creatures.)
As Ravnica's wilds expanded, even advocates for nature had to confront fiercer natural threats.
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, you create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
Freed from their respective labs, the two weirds formed a partnership, feeding on the arcane energies of war.
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters with two +1/+1 counters on it.)
Menace (This creature can't be blocked except by two or more creatures.)
Blood is holy to those whose god is War.
Street Spasm deals X damage to target creature without flying you don't control.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
: This creature gains vigilance until end of turn.
"Nothing ruins a party like one of those big killjoys bursting through the door and setting all the guests free."
—Ruba, Rakdos cultist
Reach (This creature can block creatures with flying.)
When this creature enters, if you control another creature with power 4 or greater, this creature deals 2 damage to each opponent.
Common Gruul career aspirations: berserker, shaman, catapult.
Flying
This creature attacks each combat if able.
He wages war wherever the wind carries him.
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
This creature can't attack or block alone.
"By all means, take another step toward the captain."
When this creature enters, you may have it fight target creature you don't control. (Each deals damage equal to its power to the other.)
The problem isn't the indrik's enthusiasm, it's Ravnica's lack of guardrails.
Up to two target creatures you control each deal damage equal to their power to another target creature.
In times of peril, the vision the ancient paruns had for their city comes into focus.
This creature can't be blocked by more than one creature.
Each creature you control with a +1/+1 counter on it can't be blocked by more than one creature.
Krushoks clear debris from fertile fields, fallow fields, and battlefields.
Whenever you cast a creature spell, draw a card.
"The tiniest mouse speaks louder to me than all the festival crowds on Tin Street."
Each creature you control with power 4 or greater can't be blocked by more than one creature.
For most, war is a calamity. For some, an opportunity. And for the very few, a pleasure.
At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
"Might doesn't just build empires. It protects them."
—Inti, Sun Empire knight
When this creature enters, put a +1/+1 counter on target creature.
Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
They often perch on street lamps, causing the poles to buckle under their weight.
This creature can't be blocked by creatures with power 2 or less.
"There's no time to calm it down! Run!"
Return target permanent card from your graveyard to your hand. If a creature died this turn, create two 1/1 green Saproling creature tokens.
"We're all food for something in the end."
—Cevraya, Golgari shaman
Trample
Whenever this creature deals combat damage to a player, create a token that's a copy of this creature.
"To a creature like that, we must seem like, well, bugs."
—Dars Gostok, Firefist captain
Target creature gets +3/+3 and gains reach until end of turn.
"When the sky screams, when the ground groans, the End-Raze will soon begin."
—Nikya of the Old Ways
Whenever another green creature you control enters, put a +1/+1 counter on target creature.
"Skyknight gear? Well, I have drake-skin gauntlets, supple and fireproof. Or a ceratok chestplate that'll stop a crossbow bolt."
Reach
Undergrowth — When this creature enters, choose up to one target creature you don't control with flying. This creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard, then you may have this creature fight that creature.
: This creature gets +3/+3 until end of turn.
The insectile kraul lurk in the tunnels below street level. Many are loyal to the Golgari Swarm, but others follow their own esoteric caste system.
Trample
Whenever a creature you control with power 4 or greater enters, put a +1/+1 counter on this creature.
Looking over two city blocks of destruction, he could only cackle with pride.
Support 2. (Put a +1/+1 counter on each of up to two target creatures.)
Choose up to one target creature an opponent controls. Each creature you control with a +1/+1 counter on it deals damage equal to its power to that creature.
Creatures you control get +2/+2 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
"Forward! Until the horizon is ours!"
—Khemses, charioteer
Enchant creature
Enchanted creature gets +3/+3, must be blocked if able, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
: Adapt 4. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.)
"Within each of us, the potential for great power waits to be released."
—Zija, Simic mutationist
: This creature gains flying until end of turn.
"If the Fin Clade cannot produce a reliable venomous krasis, mobile in both air and water, then the Guardian Project will absorb its resources."
—Vannifar
Whenever a creature you control with power 4 or greater enters, this creature gets +1/+1 and gains vigilance until end of turn.
"The presence of the strong will make you stronger."
—Yeva, Nature's Herald
Reach (This creature can block creatures with flying.)
Scavenge (, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.)
, Sacrifice this creature: Create a 1/1 white Spirit creature token with flying at the beginning of the next end step.
"Forget yourself. Forget your city. Forget your homes, your families, the debts and obligations that hold you to this world."
Target creature gets +1/+2 and gains reach until end of turn. Untap it. (A creature with reach can block creatures with flying.)
"The most elegant solutions are found in nature. You just have to know where to look."
Target creature gets +2/+2 and gains trample until end of turn.
Draw a card.
Two times the size, four times the smell.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
If you're lucky, the centaurs will give a single warning to leave their territory before driving a spear into you. If you're unlucky, the spear is the warning.