When this creature enters, each player may discard a card. Each player who discarded a card this way may search their library for a basic land card, reveal it, put it into their hand, then shuffle.
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile a creature card you drafted that isn't in your deck.
, : Create a token that's a copy of a card you exiled with cards named Caller of the Untamed. X is the mana value of that card.
: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
As long as this creature is monstrous, it has trample.
"Sit. Fetch. Devastate."
When this creature enters, you become the monarch.
This creature can block an additional creature each combat as long as you're the monarch.
"The dim resort to violence, for which the nimble prepare."
—Leovold, emissary of Trest
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
At the beginning of combat on your turn, another target creature you control gains melee until end of turn. (If a creature has multiple instances of melee, each triggers separately.)
Draft this card face up.
As you draft a card, you may draft an additional card from that booster pack. If you do, turn this card face down, then pass the next booster pack without drafting a card from it. (You may look at that booster pack.)
Trample
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
"The wild are neither your thralls nor your amusement."
Council's dilemma — When this creature enters, starting with you, each player votes for sprout or harvest. Put two +1/+1 counters on this creature for each sprout vote. You gain 3 life for each harvest vote.
Fruits for friends, fists for foes.
Trample
When this creature enters, you become the monarch.
Whenever you tap a land for mana while you're the monarch, add an additional one mana of any color.
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Council's dilemma — Starting with you, each player votes for wild or free. Reveal cards from the top of your library until you reveal a creature card for each wild vote. Put those creature cards onto the battlefield, then shuffle the rest into your library. You may put a permanent card from your hand onto the battlefield for each free vote.
: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
When this creature becomes monstrous, create a token that's a copy of this creature. (The token has no counters and isn't monstrous.)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other creatures you control have melee. (If a creature has multiple instances of melee, each triggers separately.)
"My sword is pledged to the defense of this city, not to the throne or this usurper."
[+1]: Create a 1/1 colorless Construct artifact creature token with defender.
[−1]: You may sacrifice an artifact. If you do, destroy target artifact or creature.
[−6]: Choose target artifact card in a graveyard or artifact on the battlefield. Create three tokens that are copies of it.
[0]: Exile Kaya or up to one target creature. Return that card to the battlefield under its owner's control at the beginning of your next upkeep. You lose 2 life.
[−1]: Each opponent loses 2 life and you gain 2 life.
[−2]: Each opponent discards a card and you draw a card.
When this creature enters, you become the monarch.
Whenever an opponent becomes the monarch, if you were the monarch as the turn began, that player loses 2 life and you gain 2 life.
"Hail to the true queen! Long may she reign!"
Each opponent can't draw more than one card each turn.
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
"I'm sure we can come to an arrangement."
Deathtouch, haste
When Queen Marchesa enters, you become the monarch.
At the beginning of your upkeep, if an opponent is the monarch, create a 1/1 black Assassin creature token with deathtouch and haste.
Equipped creature gets +1/+1 and has all names of nonlegendary creature cards in addition to its name.
Equip
Imitation is the sincerest form of treachery.
: Add .
, , Sacrifice this land: You become the monarch.
A shining symbol of Paliano's true ruler—ambition.
Flash (You may cast this spell any time you could cast an instant.)
When this creature enters, target creature gets +0/+3 until end of turn.
Once a welcoming hub for explorers, Affa became a place of guarded tongues and quick defenses.
Destroy target artifact or enchantment.
The scepter of power is fragile in a calloused hand.
—Cho-Arrim saying
When this creature dies, create a 1/1 white Spirit creature token with flying.
He vowed he would never rest until he reached his destination. He doesn't know how right he was.
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
"I thought the wind was ushering me to my final destination, but it lifted me to my feet and I fought on."
—Idrus, war priest of Thune
Enchant creature
Enchanted creature has flying.
Prevent all combat damage that would be dealt to and dealt by enchanted creature.
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
"May the memory of our fallen heroes ensnare the violent hearts of lesser men."
—Great Threshold of Monserkat inscription
Creatures you control get +1/+2 until end of turn. Untap those creatures.
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Target creature you control gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.)
Scry 1.
Honor the gods of Theros, and they will return the favor.
Flying
This creature can block any number of creatures.
Whenever this creature blocks, it gets +1/+1 until end of turn for each creature it's blocking.
Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures.
"Do not let a single shaft loose until my word. And when I give that word, do not leave a single shaft in Eiganjo."
—General Takeno
Put all creatures on the bottom of their owners' libraries.
"I'd rather hear the screams of battle than the quiet that follows."
—Talara, elvish safewright
Flash (You may cast this spell any time you could cast an instant.)
Flying
When this creature enters, remove target attacking or blocking creature from combat.
Some spirits mourn. Others terrorize.
Vigilance
: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
As long as this creature is monstrous, it has reach and can block an additional ninety-nine creatures each combat.
Destroy target attacking creature.
Mardu archers are trained in Dakla, the way of the bow. They never miss their target, no matter how small, how fast, or how far away.
Enchant creature
All damage that would be dealt to you is dealt to enchanted creature instead.
"It is not sad," Radiant chided the lesser angel. "It is right. Every society must have its outcasts."
Create two 1/1 white Soldier creature tokens.
Like blinking or breathing, responding to an alarm is an involuntary reflex.
You gain 3 life.
Draw a card.
Samite healers never mix their pungent elixir with sweetener or tea. The threat of a second dose is enough to get most warriors back on their feet.
Flying
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Thieves know that a snarl in the night means, "Rob another house."
Flying
Farmers typically keep their flocks at thirteen sheep—one to distract the griffins while they take the other twelve to market.
Two target creatures you control each get +2/+2 and gain flying until end of turn.
The merfolk call the sky goddess Emeria. The kor call her Kamsa. The two races agree on little except that she offers many blessings to the faithful.
Target creature gets +2/+2 and gains first strike until end of turn.
"Cower, fiend. The night is yours no longer."
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
The sea's reach extends beyond its shores.
, : Target creature gains flying until end of turn.
"Some merfolk choose to rest their fins in the water. I believe wisdom exists not only where we were born but where we were told not to go."
Flash (You may cast this spell any time you could cast an instant.)
Flying
"That is not the voice of the wind singing on the stones."
—Callaphe the mariner
Reveal the top three cards of your library. Target opponent may choose to put those cards into your hand. If they don't, put those cards into your graveyard and draw five cards.
Before signing anything on Grixis, always read the fine print.
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.
Counter target spell. If an artifact or creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner's graveyard.
First the insult, then the injury.
Counter target spell.
Draw a card.
"There is nothing you can do that I cannot simply deny."
—Ertai, wizard adept
Draw two cards.
"The key to unlocking this puzzle is within you."
—Doriel, mentor of Mistral Isle
Target creature gets -1/-0 until end of turn.
Draw a card.
The first spell taught to young mages, it has spared the lives of many whose hands are too small to hold a sword.
Enchant creature
At the beginning of your upkeep, create a token that's a copy of enchanted creature.
Æther can turn a footprint into a blueprint.
Return up to two target creatures to their owners' hands.
"The cathars have their swords, the inquisitors their axes. I prefer the 'diplomatic' approach."
—Terhold, archmage of Drunau
At the beginning of each player's draw step, that player draws an additional card.
"He's a lot like me, that masterless little kami . . . unimpressed by grandeur and never at a loss for a trick."
—Toshiro Umezawa
: Draw a card, then discard a card.
Merfolk don't always know what they're looking for, but they're certain once they find it.
Flying
Whenever this creature attacks or blocks, untap target permanent.
"Emeria is a pleasant lie, a figment to hide Emrakul's hideous face. I can only hope to uncover a truth that lies deeper still."
Defender
When this creature enters, you may return target instant or sorcery card from your graveyard to your hand.
"I'd build an entire fortress of them if I could."
—Mzali, Lighthouse archmage
Counter target noncreature spell.
"You cannot be an Ojutai monk. They prize wisdom and skill, and you have neither."
—Siara, the Dragon's Mouth
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Her prophecies amaze her even as she speaks them.
Return target creature to its owner's hand.
Draw a card.
"You aren't invited."
Draw a card. Scry 2.