Look at the top two cards of target opponent's library. Exile one of them face down and put the other on the bottom of that library. You may play the exiled card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
Flashback
Trample
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk.
Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.
When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.
Flying
Instant and sorcery spells you cast cost less to cast.
Whenever you cast an instant or sorcery spell, this creature gets +2/+0 until end of turn.
Trample, haste
If it's neither day nor night, it becomes day as this creature enters.
Whenever day becomes night or night becomes day, put a +1/+1 counter on target creature you control.
"Like us, the morning fights for survival."
[+1]: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life.
[−2]: Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
[−7]: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.
At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control.
Daybound
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.
: Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn.
Nightbound
It becomes night. Until end of turn, target creature gets +1/+0 and gains trample and "Whenever this creature deals combat damage to a player, draw a card."
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
If it's neither day nor night, it becomes day as Vadrik enters.
Instant and sorcery spells you cast cost less to cast, where X is Vadrik's power.
Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, if an opponent lost life this turn, put a +1/+1 counter on each other Vampire you control.
As long as an opponent lost life this turn, each other Vampire you control enters with an additional +1/+1 counter on it.
Choose up to two target creature cards in your graveyard. An opponent chooses one of them. Return that card to your hand. Return the other to the battlefield under your control. It gains haste. Exile it at the beginning of the next end step.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Put a +1/+1 counter on up to one target creature you control. Tap up to one target creature you don't control, and that creature doesn't untap during its controller's next untap step.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
If it's neither day nor night, it becomes day as The Celestus enters.
: Add one mana of any color.
, : If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.
Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
When this creature enters, exile up to one target card from a graveyard.
: Add one mana of any color.
Do the candleguides' heads turn to follow you as you pass, or is it merely a trick of the flickering light?
, , Sacrifice this artifact: Exile up to one target card from a graveyard. Draw a card.
, Exile this card from your graveyard: Add one mana of any color.
By the end of the festival, it was the only thing still grinning.
, , Sacrifice this artifact: Search your library for an artifact card with a mana ability or a basic land card, reveal it, put it into your hand, then shuffle.
To restore the day-night balance, the Celestus mechanism's Sungold Lock must be reunited with its long-lost key.
, : Add one mana of any color.
, : Transform this artifact.
It waited on the barn wall for decades, forgotten, looking for the perfect opportunity.
Lands you control have ": Add one mana of any color."
Under the light of an unnatural moon, it walked out on legs of straw with joints of hinges ripped from the barn doors.
As this artifact enters, choose a card name.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
Occasionally a skaab remembers too much of its former life. Luckily, there's an easy cure.
, , Sacrifice this artifact: It deals 3 damage to target creature. If a Werewolf is dealt damage this way, destroy it.
"When a werewolf charges, you'll only have time for one shot. Best make it count."
—Captain Eberheart
: This artifact becomes a 4/4 green Bear artifact creature until end of turn.
It takes a taxidermist of unusual skill to cleanly stuff and mount a beast without severing its primal, predatory drive.
This land enters tapped unless you control two or more other lands.
: Add or .
Drownyard floods and unnatural frost made the once peaceful boardwalk deceptively treacherous.
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
"Stensia blazes with new heat. Nephalia's tides are chaotic. And everywhere, this unnatural frost. The land is sending a warning."
—Katilda, Dawnhart Prime
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
This land enters tapped unless you control two or more other lands.
: Add or .
Swirling eddies of ash hide crumbling cliffs, treacherous drops, and the slavering maws of unknown evils.
: Add .
, , Sacrifice a creature: Put a soul counter on this land. Then if there are three or more soul counters on it, remove those counters, transform it, then untap it. Activate only as a sorcery.
Whenever this creature attacks, you may exile a creature card from your graveyard. If you do, each opponent loses X life and you gain X life, where X is the number of creature cards exiled with this creature.
: This creature phases out.
This land enters tapped unless you control two or more other lands.
: Add or .
A few weed-choked gourd patches are all that remain of the proud, thriving farms that once blanketed the province.
This land enters tapped unless you control two or more other lands.
: Add or .
Cries of panic echo along Kessig's narrow ravines as howlpacks herd their prey.
This land enters tapped unless you control two or more other lands.
: Add or .
The bones of doomed ships jut out from the muck while the bones of their sailors molder below.
Target creature gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
"I refuse to die before I see the sun rise again."
Flying
When this creature enters, put a +1/+1 counter on each of up to two other target creatures.
"Stand strong. We will reclaim the dawn."
Until end of turn, target creature gets +3/+3, up to one other target creature gets +2/+2, and up to one other target creature gets +1/+1. Those creatures gain vigilance until end of turn.
Faith is a cathar's greatest weapon, but a sword of blessed silver is a close second.
Equipped creature gets +2/+0. It gets an additional +0/+2 and has first strike as long as an Equipment named Groom's Finery is attached to a creature you control.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Choose a number between 0 and 13. Each player sacrifices that many creatures of their choice.
The red envelopes guarantee safe passage through the Lurenbraum barrier. Olivia left strict instructions: no invitation, no entry, no exceptions.
Flash
When this creature enters, exile a card from a graveyard.
Whenever you play a land or cast a spell, if it shares a card type with the exiled card, create a 1/1 white Human creature token.
When this enchantment enters, exile target creature an opponent controls with mana value 3 or less until this enchantment leaves the battlefield.
Whenever an opponent casts a Vampire spell with the same name as a card exiled with this enchantment, you gain 2 life.
Whenever you cast an enchantment spell, you gain 2 life.
"Our bodies may lie slain, but perhaps we can still complete the ritual. I'd rather not spend my afterlife in this wretched eternal night."
Whenever this creature attacks, tap target creature defending player controls.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
"I never did enjoy studying."
Enchant creature
Enchanted creature has "Whenever this creature attacks, tap target creature defending player controls."
If Clever Distraction would be put into a graveyard from anywhere, exile it instead.
"Me neither."
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
He swore to protect the Moorlands. A little thing like death was no excuse to break his oath.
Enchant creature
Enchanted creature gets +2/+2.
If Drogskol Armaments would be put into a graveyard from anywhere, exile it instead.
When he could no longer carry on, he imparted his strength to the one who took up his duty.
Whenever this creature attacks, you may pay . If you do, it gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
The door to her home survived the fires of the Malignus. Now it's her greatest weapon.
Defender, flying, vigilance
At the beginning of your upkeep, if this creature has two or fewer judgment counters on it, put a judgment counter on it.
As long as this creature has three or more judgment counters on it, it can attack as though it didn't have defender.
Disturb
Enchant player
At the beginning of your upkeep, put a judgment counter on this Aura. Then if there are three or more judgment counters on it, enchanted player loses the game.
If Sinner's Judgment would be put into a graveyard from anywhere, exile it instead.
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Destroy target [attacking] creature.
"It won't bring them back, but it will bring me peace."
, Exile three cards from your graveyard: This creature gains first strike until end of turn.
Discard a card: Exile this creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Flying
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
"Keep your heels down and bend at the hips as your mount takes flight. She'll do the rest."
—Anders, cathar drillmaster
Flying
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever this creature attacks, you may pay . If you do, target attacking creature without flying gains flying until end of turn.
As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Flying
If you would gain life, you gain that much life plus 1 instead.
: This creature gains lifelink until end of turn.
Flying
, Exile this card from your graveyard: Create two 1/1 white Spirit creature tokens with flying. Activate only if you control an enchantment and only as a sorcery.
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
, Remove two +1/+1 counters from among creatures you control: Destroy target artifact or enchantment.
Flying, lifelink, protection from Vampires
Katilda's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Enchant creature
Enchanted creature has flying, lifelink, and protection from Vampires, and it gets +X/+X, where X is the number of permanents you control that are Spirits and/or enchantments.
If Katilda's Rising Dawn would be put into a graveyard from anywhere, exile it instead.
Lifelink
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
"You look cold, dearie."
Enchant creature
Enchanted creature has lifelink.
If Ancestor's Embrace would be put into a graveyard from anywhere, exile it instead.
"Thank you, Grandmother. I love you too."
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Lantern Flare deals X damage to target creature or planeswalker and you gain X life. [X is the number of creatures you control.]
This creature can't attack alone.
Whenever this creature attacks, untap target creature.
"We can wait like helpless children for a hero, or we can gather our courage and be the heroes. Who's with me?"
, : Tap target creature.
A moment of distraction, an hour off course.
Enchant creature
Enchanted creature has "Whenever a creature you control enters, this creature gets +1/+1 until end of turn."
When this Aura enters, create a 1/1 white Spirit creature token with flying.
Vigilance
Sacrifice this creature: Target creature you control with a +1/+1 counter on it gains lifelink and indestructible until end of turn.
"Stay in the light. I don't know what lurks in those shadows, and I'd like to keep it that way."
Whenever this creature or another creature you control dies, you gain 1 life.
At the beginning of your end step, if you gained 3 or more life this turn, transform this creature.
"Help! There's been a horrible murder!"
Whenever this creature or another creature you control dies, you gain 1 life.
: This creature gains deathtouch until end of turn.
"Ha! They fall for it every time."
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
When this creature dies, put its counters on target creature you control.
The recruits trained in eternal night, fueled by the hope that they might one day see the sun again.
Piercing Light deals 2 damage to target attacking or blocking creature. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
"Creatures of the night dissolve like shadows in the light of faith."
—Thalia, Guardian of Thraben
Enchant creature
Enchanted creature gets +1/+0 and has vigilance.
When enchanted creature dies, return this card to the battlefield transformed under your control attached to target opponent.
Enchant player
Creatures enchanted player controls enter tapped.
"Even in times of brutal darkness, never mistake beauty and delicacy for weakness."
—Thalia, Guardian of Thraben
When this creature enters, if you control another Human, draw a card.
"It's not that I didn't expect some defiance, but I did hope it wouldn't be so heavily armed."
—Olivia Voldaren
Destroy target artifact or enchantment. You gain 3 life.
"Olivia Voldaren has faith only in herself. We answer to a higher calling."
—Thalia, Guardian of Thraben