Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When this creature enters, destroy target artifact, enchantment, or land.
It fears no sword and leaves no bones behind.
When this creature enters, create a 0/1 green Plant creature token for each land you control.
Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
"Monsters dwell in every heart. We only think civilization tames them."
―Euphemia, Nexus watcher
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.
When this creature enters, you may return target card from your graveyard to your hand.
She remembers every word spoken, from the hero's oath to the baby's cry.
You may play an additional land this turn.
Draw a card.
An explorer's reward is a view of tomorrow's possibilities.
Draw three cards.
"Words lie. People lie. The land tells the truth."
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.
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
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Molimo's power and toughness are each equal to the number of lands you control.
"My mind is the spread of the canopy. My heart is the embrace of the roots. I am deathless Llanowar, its fury and its peace."
Trample
Landfall — Whenever a land you control enters, create a 4/4 green Beast creature token.
"When the land is angry, so are they."
—Nissa Revane
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Nature grows solutions to its problems.
You may play lands from your graveyard.
"This world was once so much more than the confines of Naktamun."
When this creature enters, you may destroy target artifact or enchantment.
"What was once formed by masons, shaped by smiths, or given life by mages, I will return to the embrace of the earth."
Landfall — Whenever a land you control enters, choose one —
• Put a +1/+1 counter on target creature.
• You gain 2 life.
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Landfall — Whenever a land you control enters, create a 1/1 green Saproling creature token.
"If you threaten its territory, it produces spores. Actually, no matter what you do, it produces spores."
—Hadi Kasten, Calla Dale naturalist
When this creature enters, you may destroy up to three target noncreature permanents. For each permanent put into a graveyard this way, its controller creates a 3/3 green Elephant creature token.
Whenever this creature or another creature you control enters, you gain life equal to that creature's toughness.
"Ixalli's fertile rays enliven us all. Each of us is a testament to the sun's strength and love."
—Chitlati, Lightning Rider
This creature enters with a -1/-1 counter on it.
, Remove a -1/-1 counter from this creature: Destroy target artifact or enchantment.
"Living scarecrows make a mockery of the natural order. Dead ones make fine hats."
When this creature dies, you may search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
, Sacrifice this creature: Draw a card.
Choose one —
• Boros Charm deals 4 damage to target player or planeswalker.
• Permanents you control gain indestructible until end of turn.
• Target creature gains double strike until end of turn.
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
Snaking remnants of nature directed by a body of thought and progress, the oracles embody all that is Simic.
The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller.
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever a +1/+1 counter is put on this creature, you may draw a card.
Draw a card. You may put a land card from your hand onto the battlefield.
Cyclical and spiral patterns are the specialty of the Gyre Clade, which seeks to revitalize the cycles of nature.
Cast this spell only before attackers are declared.
You choose which creatures attack this turn.
You choose which creatures block this turn and how those creatures block.
Other green creatures you control get +1/+1.
Other blue creatures you control get +1/+1.
Untap all green and/or blue creatures you control during each other player's untap step.
Response deals 5 damage to target attacking or blocking creature.
Creatures you control gain first strike and vigilance until end of turn. After this main phase, there is an additional combat phase followed by an additional main phase.
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on this creature, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Choose one —
• Target creature gets +3/+3 until end of turn.
• Permanents you control gain hexproof until end of turn.
• Return target creature to its owner's hand.
Flying, trample
Shroud (This creature can't be the target of spells or abilities.)
"We've bred out the shortcomings of the species' natural form and replaced them with assets of our own design."
—Momir Vig
Create a token that's a copy of target creature.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Spitting is the customary greeting between a creature and its magical impostor.
Flying, first strike
Whenever an Aura or Equipment you control is put into a graveyard from the battlefield, you may return that card to its owner's hand at the beginning of the next end step.
"Nothing is too broken to mend."
Draw three cards. You may play an additional land this turn.
As the Simic released more of their krasis experiments, they required new habitats, always at the expense of the locals.
Destroy target artifact.
Fuse (You may cast one or both halves of this card from your hand.)
Destroy target enchantment.
Fuse (You may cast one or both halves of this card from your hand.)
Equipped creature gets +1/+1 for each land you control.
Equip legendary creature
Equip
It spilled the blood of one elder dragon. In Gideon's hands, it may yet taste another's.
Equipped creature gets +2/+0.
Equip
"It puts an end to what ails you."
—Jeorg, Valla battlemaster
, : Add .
"Have you ever held a Boros signet? There's a weight to it that belies its size—a weight of strength and of pride."
—Agrus Kos
: Attach target Equipment you control to target creature you control.
"I admire it. Few pull off pluck and subservience at the same time."
—Ezuri, renegade leader
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature has vigilance, trample, and haste.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Bear the weight of so many spirits and you'll surrender civility and restraint to savagery and instinct.
Equipped creature gets +3/+2.
Whenever a legendary creature you control enters, you may attach this Equipment to it.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +3/+0 and has trample and lifelink.
Equip
"A crafter must imbue her weapon with part of her soul—something the Phyrexians are incapable of doing."
—Melira
Equipped creature gets +1/+2 and has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip
It hides the face and protects the soul.
When this creature enters, destroy target nonland permanent an opponent controls.
The impact sent the soldiers scattering—then something came out of the crater.
Equipped creature has vigilance. (Attacking doesn't cause it to tap.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's white.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature has haste. (It can attack and no matter when it came under your control.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's red.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Landfall — Whenever a land you control enters, you may pay . If you do, draw a card.
"The shadow travels toward the apex. I predict we will soon see the true measure of darkness."
, : Add .
For the Simic Combine, its sigil serves not as an emblem of honor but as a trademark. Its familiar image on any biological commodity attests to superb craftsmanship, ingenious innovation, and higher cost.
: Add .
Lost to time is the artificer's art of trapping light from a distant star in a ring of purest gold.
Equipped creature gets +4/+0.
, Unattach this Equipment: Search your library for a red or white instant card with mana value 4 or less and cast that card without paying its mana cost. Then shuffle.
Equip
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"There is great wisdom in rushing headlong into combat . . . if you're prepared."
—Kenjek, captain of the Thousand Swords
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste.
Equip
When wielded by a true believer, it matters little whether the sword is a relic or a replica.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
This land enters tapped.
: Add or .
It promises protection to those in need and proclaims a warning to any who would threaten Ravnican law.
: Add one mana of any color in your commander's color identity.
When defeat is near and guidance is scarce, all eyes look in one direction.
This land enters tapped.
When this land enters, sacrifice it unless you return an untapped Island you control to its owner's hand.
: Add .