Exile target creature. Its controller gains life equal to its power.
The smallest seed of regret can bloom into redemption.
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Exile all nonland permanents that aren't legendary.
Centuries ago, one man's vengeance plunged the world into ice and darkness.
Prevent all noncombat damage that would be dealt to you and other permanents you control.
[−2]: Exile target creature with power 4 or greater.
When this creature enters, double the number of each kind of counter on any number of target permanents.
Its graceful glide paints the ocean floor with strokes of luminescence.
Whenever a Sliver creature you control becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays .
Its call disrupts the delicate balance of the inner ear, disorienting intruders without direct confrontation.
Choose a creature type. Draw a card for each permanent you control of that type.
Oona's song is like a twisted dinner chime. All the faeries return home, but it is Oona who feasts—on the stolen dreams and rumors they serve her.
Whenever you cast a noncreature spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
"Inform our allies in the Tenth and throw the circuit. It's about to get weird."
Defender (This creature can't attack.)
Flying
Prevent all combat damage that would be dealt to and dealt by this creature.
"The union of sea and sky makes a perfect cover."
—Talrand, sky summoner
Sliver creatures you control have flying.
"I wish we'd never visited that accursed hive. Even here, surrounded by nothing but clouds, I swear I can still hear the horrible clicking, slithering sounds."
—Monihan, aerial surveyor
[+2]: Each player draws a card.
[−1]: Target player draws a card.
[−10]: Target player mills twenty cards.
[+1]: Until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn.
[−2]: Reveal the top three cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other on the bottom of your library in any order.
[−8]: For each player, search that player's library for a nonland card and exile it, then that player shuffles. You may cast those cards without paying their mana costs.
Kicker
When Jace enters, if Jace was kicked, create a token that's a copy of Jace, except it's not legendary and its starting loyalty is 1.
[+1]: Scry 2.
[0]: Draw a card and reveal it. Remove a number of loyalty counters equal to that card's mana value from Jace.
Each opponent can't draw more than one card each turn.
[−2]: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
When Oath of Jace enters, draw three cards, then discard two cards.
At the beginning of your upkeep, scry X, where X is the number of planeswalkers you control.
"For the sake of the Multiverse, I will keep watch."
Slivers can't be blocked except by Slivers.
Once the last few slivers the Riptide Project controlled were dead, there was nothing to keep the island from being completely overrun.
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Whenever a Sliver deals combat damage to a player, its controller may draw a card.
"Species XR17 feeds upon the mental energies of its victims. This explains why the goblins remain unaffected."
—Riptide Project researcher
Flying
Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
"Rich" is a relative term.
All Sliver creatures have flying.
"Everything around here has cut a deal with gravity."
—Gerrard of the Weatherlight
All Slivers have ": Regenerate this permanent."
"One would think I would be accustomed to unexpected returns."
—Hanna, Weatherlight navigator
Choose a creature type. Creatures that aren't of the chosen type get -3/-3 until end of turn.
Panic spread like wildfire as the demons of Immersturm poured into Bretagard, slaughtering as they came.
All Slivers have ": Regenerate target Sliver."
"Someone's been tampering with the graves again. But what kind of grave robber uses a pickax?"
—Morgan, cemetery groundskeeper
Whenever an opponent attacks you and/or one or more planeswalkers you control, exile the top card of that player's library. You may play that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast it.
Constellation — Whenever this creature or another enchantment you control enters, creatures your opponents control get -1/-1 until end of turn.
Crippling fear precedes it. A foul stench accompanies it. Death follows in its wake.
At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a creature or planeswalker of their choice.
II — Each opponent discards a card.
III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.
Indestructible
As long as your devotion to black is less than five, Erebos isn't a creature.
Whenever another creature you control dies, you may pay 2 life. If you do, draw a card.
, Sacrifice another creature: Target creature gets -2/-1 until end of turn.
Flying
At the beginning of combat on your turn, each player mills three cards.
Harpies are among the most detested creatures in all of Theros... and they thoroughly deserve it.
Sliver creatures you control have lifelink. (Damage dealt by a Sliver creature you control also causes you to gain that much life.)
The hive knows no fear or mercy, only hunger.
All Sliver creatures get +1/+0.
"A great many dangerous creatures call this region home. They all avoid the slivers."
—Foothill guide
This spell costs less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
"Holy places are no longer sanctuary from death, and death is no longer sanctuary from anything."
—Thalia, Knight-Cathar
Sliver creatures you control have haste. (They can attack and as soon as they come under your control.)
Traveling across the desert alone, you might assume you'd see them coming, but that would be your third mistake.
All Sliver creatures get +2/+0.
As the time streams grew more and more unstable, Dominaria's creatures struggled to adapt. The intense pressures led to many dead ends but also to lethal new forms that appeared as suddenly as the ashen rains.
This spell can't be countered.
[+2]: Each opponent gets an emblem with "At the beginning of your upkeep, this emblem deals 1 damage to you."
[−3]: Chandra deals 3 damage to each non-Elemental creature.
[−X]: Chandra deals X damage to target creature or planeswalker. If a permanent dealt damage this way would die this turn, exile it instead.
[+1]: Exile the top card of your library. You may cast that card. If you don't, Chandra deals 2 damage to each opponent.
[+1]: Add .
[−3]: Chandra deals 4 damage to target creature.
[−7]: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
Sliver creatures you control get +2/+0.
When it wriggled closer to a thrum of slivers, their talons hardened and glinted in the sun. One took a playful swipe at a tree trunk, and its new blade cut clean through.
Sliver creatures you control have ", Discard a card: Draw a card."
"Brilliant! They evolved away from energy-taxing brains and respond only to spinal reflex arcs from the hive mind."
—Rukarumel, field journal
When you next cast an instant spell, cast a sorcery spell, or activate a loyalty ability this turn, copy that spell or ability twice. You may choose new targets for the copies.
It's in the nature of fire to grow.
Whenever a creature attacks you or a planeswalker you control, each Dragon you control deals 1 damage to that creature.
[+1]: Until end of turn, each planeswalker you control becomes a 4/4 red Dragon creature and gains flying.
[−3]: Create a 4/4 red Dragon creature token with flying.
Sliver creatures you control have "Whenever this creature is dealt damage, it deals that much damage to target player or planeswalker."
"The key to safely studying any sliver is to find out what provokes it, then absolutely never do that."
—Rukarumel, field journal
Sliver creatures you control have first strike. (They deal combat damage before creatures without first strike.)
There is no such thing as surprising a sliver.
All Sliver creatures have menace. (They can't be blocked except by two or more creatures.)
When a species becomes so dominant that no other can compete, evolution gets creative.
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.
Reach
Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
Her webs, spun from her own hair, reach from Nyx to the mortal world and even into the Underworld.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each player mills three cards.
II — Exile up to two target cards from graveyards. For each creature card exiled this way, you gain 1 life.
III — Return target creature or land card from your graveyard to your hand.
Whenever a Sliver deals combat damage to a player, its controller may create a 1/1 colorless Sliver creature token.
Within weeks, more slivers nested in Otaria than ever existed on Rath.
Play with the top card of your library revealed.
You may play lands from the top of your library.
Landfall — Whenever a land you control enters, you gain 1 life.
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.
Creature and enchantment spells you control can't be countered.
: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
You may play an additional land on each of your turns.
Lands you control are every basic land type in addition to their other types.
"Vine-wreathed, he nurtures life among the dead."
—Psemilla, Meletian poet
Constellation — Whenever this creature or another enchantment you control enters, draw a card.
The emotional echoes of dryad gatherings attract lost souls.
Whenever you cast an enchantment spell, draw a card.
"The wise learn from successes as well as mistakes."
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."
, Sacrifice this enchantment: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Drink deep, and know the path to the heart of the wilds.
All Slivers have ": Add one mana of any color."
Squee had been disemboweled many times before, but never by something so stunningly beautiful.
Trample
Channel — , Discard this card: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
The kami permit few mortals to dwell in Jukai Forest, but the clever, playful tanuki are welcomed as friends and guardians.
Enchantment spells you cast cost less to cast.
Whenever you cast an enchantment spell, you gain 1 life.
The distinction of bearing the gods' banner is nothing compared to the glory of being closer to Nyx.
Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment.
Remove three quest counters from this enchantment and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Sliver creatures you control have ": Add one mana of any color."
Their pearlescent scales are highly sought after by those who lack the instincts for self-preservation.