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.
Destroy all artifacts, creatures, and enchantments.
Cycling (, Discard this card: Draw a card.)
Ixidor had only to imagine their ruin and Akroma made it so.
Flying
When this creature enters, exile target player's graveyard.
"Better the dead depart utterly than be enslaved."
Flying
Each opponent who cast a spell this turn can't attack with creatures.
Each opponent who attacked with a creature this turn can't cast spells.
Flying
As this creature enters, each player chooses war or peace.
Creatures controlled by players who chose war get +3/+0.
Creatures controlled by players who chose peace get +0/+3.
Radiance — Choose a color. Target creature and each other creature that shares a color with it gain protection from the chosen color until end of turn.
"Truth shines even in darkness. Those who march on the side of truth walk always in righteous light."
Target player gains 2 life for each creature on the battlefield.
"In the gathering there is strength for all who founder, renewal for all who languish, love for all who sing."
—Song of All, canto 642
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.
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.
Multikicker (You may pay an additional any number of times as you cast this spell.)
Flying
When this creature enters, you gain 2 life for each time it was kicked.
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.
: Target creature you control gains protection from the color of your choice until end of turn.
"My family protects all families."
Kicker (You may pay an additional as you cast this spell.)
Destroy target artifact or enchantment. If this spell was kicked, it deals damage equal to that permanent's mana value to target creature.
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
Some timelines forever fray, branch, and intermingle. Others end abruptly.
Whenever a creature attacks, you gain 1 life.
"Until the world unites in vengeful fury and Phage is destroyed, I will not stay my hand."
—Akroma, angelic avenger
Flying
Vigilance (Attacking doesn't cause this creature to tap.)
Perfect justice in service of a perfect will.
Flying
Whenever a land an opponent controls enters, you may gain 3 life.
She preaches the blessings of the Machine Orthodoxy.
, Sacrifice this enchantment: Exile target creature that's attacking you or a planeswalker you control.
"Body and spirit are sworn enemies. They will take any excuse to be rid of each other."
—Tariel, Reckoner of Souls
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.
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.
Flying
As this creature enters, choose a color.
This creature has protection from the chosen color.
Enchant creature
Enchanted creature gets +2/+2, has vigilance, and can't attack you or planeswalkers you control.
"I prefer loyalty to be a matter of respect, not of magic. But one does what one must."
—Kaalia of the Vast
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.
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.
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.
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 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.
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.
Flying
: This creature deals 1 damage to any target.
Guarding the ship is the Thornwinds' first concern. Getting along with the locals ranks fourth or fifth at best.
Return all permanents of the color of your choice to their owners' hands.
"It's not the darkness I fear but dull and numbing shades of gray."
—Sydri, galvanic genius
Flying
As long as this card is in your graveyard and you control an Island, creatures you control have flying.
"The awestruck birds gazed at Wonder. Slowly, timidly, they rose into the air."
—Scroll of Beginnings
As an additional cost to cast this spell, sacrifice a creature.
Draw two cards.
"Don't worry, your death will be as informative as possible."
—Gorghul, augur of skulls
You draw three cards and you lose 3 life.
The waters of wisdom are as dust in the mouth of one who thirsts for power.
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, that player discards a card.
Each player sacrifices two creatures of their choice.
"We must all make sacrifices for the good of Innistrad."
—Sorin Markov
Sacrifice another creature: This creature gets +2/+2 until end of turn.
The travelers were warned to watch out for children on the road.
Flying
Whenever this creature or another creature you control dies, each opponent sacrifices a creature of their choice.
His verdict is always guilty. His sentence is always death.
, , Sacrifice X other creatures: Return X target creature cards from your graveyard to the battlefield.
: Put this card from your graveyard on top of your library.
When this creature dies, you draw X cards and you lose X life, where X is the number of creature cards in target player's graveyard.
Even when the flesh grows cold, knowledge waits in the bones for a master to release it.
When this enchantment enters, return target creature card from your graveyard to the battlefield.
When the creature put onto the battlefield with this enchantment dies, exile it and return this enchantment to its owner's hand.
When this enchantment leaves the battlefield, exile the creature put onto the battlefield with this enchantment.
Search your library for a card, put that card into your hand, then shuffle.
The wise always keep an ear open to the whispers of power.
When this creature enters, if you cast it from your hand, destroy all creatures your opponents control, then tap all other creatures you control.
Those who hear its roar perish. The lucky ones only feel its fetid breath.
Each player mills X cards. For each creature card put into a graveyard this way, you create a tapped 2/2 black Zombie creature token. (To mill a card, a player puts the top card of their library into their graveyard.)
"Did you have a nice nap?"
—Liliana Vess
Flying
, Sacrifice another creature: Regenerate this creature.
, Sacrifice two other creatures: Destroy target creature.
Gods can be appeased. Demons, however . . .
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Evincar's Justice deals 2 damage to each creature and each player.
Flying
Whenever another creature leaves the battlefield, you may have target player mill two cards.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Flying
Sacrifice a creature: This creature gets +2/+1 until end of turn.
"Why do you weep for the dead? I rejoice, for they have died for me."