Draft this card face up.
Immediately after the draft, you may reveal a card in your card pool. Each other player may offer you one card in their card pool in exchange. You may accept any one offer.
: Draw a card, then discard a card.
Reveal this card as you draft it. After you draft this card, you may add a booster pack to the draft. (Your next pick is from that booster pack. Pass it to the next player and it's drafted this draft round.)
Each volume contains wonders.
Reveal this card as you draft it and note how many cards you've drafted this draft round, including this card.
This creature enters with X +1/+1 counters on it, where X is the highest number you noted for cards named Lurking Automaton.
Draft this card face up.
During the draft, you may turn this card face down. If you do, look at any unopened booster pack in the draft or any booster pack not being looked at by another player.
Spy for today. Plan for tomorrow.
Reveal this card as you draft it. The player to your right chooses a color, you choose another color, then the player to your left chooses a third color.
: Add one mana of any color chosen as you drafted cards named Paliano, the High City.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
"Ajani goes where he is needed most and in his name we keep his lands safe."
Multikicker (You may pay an additional any number of times as you cast this spell.)
Flying
This creature enters with a +1/+1 counter on it for each time it was kicked.
Flying, vigilance
The Orzhov started using hawks as messengers in order to bypass the many toll roads and bridges that dot Ravnica. Soon the service became one of their most profitable businesses.
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.
Vigilance
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.
Enchant land
Enchanted land is a 2/6 white Wall creature with defender. It's still a land.
When enchanted land dies, return that card to its owner's hand.
Creature tokens you control get +1/+1 and have vigilance.
In life, they were a motley crew: farmers, lords, cutpurses, priests. In death, they are united in singular, benevolent purpose.
All damage that would be dealt this turn to target creature you control by a source of your choice is dealt to another target creature instead.
Sacred rites repurposed to fight an ancient threat.
Target creature gets +2/+2 and gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
"My faith is stronger than fang, claw, or mindless hunger."
Vigilance
Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
"May starving fleas birth a thousand generations on your stubborn hide, cow!"
—Bruse Tarl, Goma Fada nomad
Defender
Whenever this creature blocks, you gain 3 life.
"Any hotheaded cub can raise a sword in anger."
Flying
As long as this creature is untapped, it has protection from artifacts and from each color.
Whenever you cast a spell, you may untap this creature.
Flying
At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield.
"You have not died until I consent."
You may cast this spell as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.)
Destroy all creatures. They can't be regenerated.
"End this. What I seek is far greater."
—Elesh Norn, Grand Cenobite
, Sacrifice this creature: Exile target enchantment.
"Be careful in your hunt. The clever little creature can steal your wards and lead you right into the werewolf's den."
—Britta, midwife of Gatstaf
Flying
Whenever a creature with flying dies, put a +1/+1 counter on this creature.
"Their spirits walk the winds and fill my soul."
Target creature gains protection from the color of your choice until end of turn.
"Just a moment of perfect grace and sanctity is enough."
—Kal Lior, leonin elder
Exile target creature. Its controller gains life equal to its power.
The smallest seed of regret can bloom into redemption.
Enchant creature
When this Aura enters, draw a card.
Enchanted creature has protection from creatures.
After Gideon cleansed the Ninth District, none of the ganglords challenged the Boros.
Target creature can block any number of creatures this turn.
"As my father taught, 'Training will raise your shield to the blow, but courage fills the gaps the shield leaves open.'"
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
Defender, flying
: Creatures you control with defender can attack this turn as though they didn't have defender.
Its pulsating cry shatters bonds of iron, granite, and servitude.
Return target permanent you control and target permanent you don't control to their owners' hands.
"The wind smells of misfortune. Check your knots."
—Anitan, Ondu cleric
Flying
: Tap target creature with flying.
"Wind is forceful, yet ephemeral. It can knock a dragon out of the sky, yet pass through the smallest crack unhindered."
—Jestus Dreya, Of Elements and Eternity
Draw three cards, then put two cards from your hand on top of your library in any order.
The mizzium-sphere array drove her mind deep into the thought field, where only the rarest motes of genius may be plucked.
Draw four cards, then choose X cards in your hand and discard the rest.
The ideas came flooding in so fast that they couldn't all be contained.
Target player draws three cards. Then that player discards two cards unless they discard a land card.
"Four parts molten bronze, yes . . . one part frozen mercury, yes, yes . . . but then what?"
Flash
Flying
When this creature enters, switch target creature's power and toughness until end of turn.
Counter target spell. Its controller draws a card.
Draw a card.
"Creation is a paradox. It hatches from its opposite."
—Olka, Mistmeadow witch
Multikicker (You may pay an additional any number of times as you cast this spell.)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
This creature enters with a +1/+1 counter on it for each time it was kicked.
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
"Try to pretend like you understand what's important."
Creatures you control with flying get +1/+1.
Long thought to be extinct, flocks of gryffs reappeared with Avacyn's return.
: Target land you control becomes the basic land type of your choice until end of turn.
"It's simple, really. If they can't find us, they can't kill us."
Flying
Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability.
The bolt struck with a flash, and there was a terrible sound, as of glass shattering, but the creature was unharmed.
Defender
Your maximum hand size is increased by one.
The scrollkeepers never stepped an inch away from the doors of the Great Library, not even when the ogres and their oni masters swept through Minamo.
You may exile a blue card from your hand rather than pay this spell's mana cost.
Change the target of target spell with a single target.
The Neurok buried entangling cables just under the Quicksilver Sea. One seastrider harvest can provide an army's worth of armor and shields.
: Target player draws a card, then discards a card.
"Any good prospector must sift the gold from the sand."
Flying
When this creature enters, you may search your library for a card named Screaming Seahawk, reveal it, put it into your hand, then shuffle.
Flying
Islandcycling (, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
: Attach this Aura to target creature.
The Simic created the cells to preserve their experiments. The Azorius put the cells to use on the guilty.
Counter target activated or triggered ability. (Mana abilities can't be targeted.)
"Superior force meets woefully inadequate object. What paradox were you expecting?"
—Azguri, archmage of Evos Isle
Enchant creature
As this Aura enters, choose a land type.
When this Aura enters, draw a card.
Enchanted creature has landwalk of the chosen type. (It can't be blocked as long as defending player controls a land of that type.)
Creatures your opponents control get -2/-0 until end of turn.
"Let their mindless armies come and face the might of genius."
—Varil, Neurok partisan
Flying
: Target creature gains flying until end of turn.
"Take my hand and dance to the music of the winds."
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
Destroy target tapped creature.
"This is how wars are won—not with armies of soldiers but with a single knife blade, artfully placed."
—Yurin, royal assassin
Exile Ill-Gotten Gains. Each player discards their hand, then returns up to three cards from their graveyard to their hand.
Urza thought it a crusade. Xantcha knew it was a robbery.
Whenever this creature attacks, each opponent loses 2 life.
Not once in the history of Grixis has anyone died of old age.
Flying
When this creature enters, each opponent discards a card.
"The finest minions know what I need without me ever saying a thing."
—Liliana Vess
, Sacrifice this creature: Exchange life totals with target opponent. Activate only during your upkeep.
"Behold! The image of the enemy and all that she has. Trust your envy, and take it."
Morbid — When this creature enters, if a creature died this turn, target creature gets -4/-4 until end of turn.
"Let go your grudges, or risk wandering the bogs forever in a murderous rage."
—Hildin, priest of Avacyn
Enchant creature
Whenever enchanted creature deals combat damage to a player, you may return target creature card from your graveyard to your hand.
When Phage enters, if you didn't cast it from your hand, you lose the game.
Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated.
Whenever Phage deals combat damage to a player, that player loses the game.