This creature gets +3/+2 as long as there are four or more creature cards in your graveyard.
: Add one mana of any color.
All druids seek to preserve nature, but some go about it in rather unusual ways.
Return up to one target creature card and up to one target noncreature permanent card from your graveyard to your hand. Exile Retrieve.
The roots preserved the armor for a hundred years, safeguarding it for a traveler in need.
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
When this creature enters, create a 3/1 green Boar creature token.
The Dawnhart survivors welcome recruits of all shapes and sizes.
When this creature enters, choose up to one —
• Destroy target artifact an opponent controls.
• This creature fights target Zombie an opponent controls.
Enchant creature
When this Aura enters, draw a card.
Enchanted creature gets +1/+3.
"We're not at odds with the woods. How could we be, when we share so many enemies?"
—Marel, Dawnhart witch
: This creature gets +2/+2 until end of turn. Activate only once each turn.
"Oh, thank the angels. It's not a werewolf, just a regular wo—"
—Bruno, Ulvenwald guide, last words
Equipped creature gets +3/+3.
Whenever equipped creature attacks, you may sacrifice a Forest. If you do, that creature gains trample until end of turn.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Return all land cards from your graveyard to the battlefield tapped.
"These seeds waited faithfully for the sun to rise again. Now, their patience is rewarded."
—Wrenn
When this creature dies, draw a card.
"Remember to come back in a few years when that fungus has died off. Then we'll see what's in the chest."
—Old Rutstein
During your turn, this creature gets +0/+2.
The mushrooms growing in the wolves' fur possess curative properties incredible enough to tempt many alchemists into risking their lives to track one down.
Deathtouch
When this creature enters, another target creature you control gains deathtouch until end of turn.
"You want that venom? Collect it yourself! I'm not losing another pair of dragonhide gloves."
—Old Rutstein
Trample, haste
: Transform this creature.
"Obviously it's dangerous, but I've never seen anything like it. This could be an entirely new species! I say we follow it."
—Halana, Kessig ranger
Trample, haste
Other creatures you control get +1/+1 and have trample and haste.
"We've learned enough! I say we run."
—Alena, Kessig trapper
: Add one mana of any color.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Living in harmony with nature . . .
: Add two mana of any one color.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
. . . does not always mean living in peace.
Target creature gets +3/+3 and gains reach until end of turn. Untap it.
Ever since the ritual, Ryla didn't have an appetite at the dinner table, but her long walks in the forest always seemed to satiate her hunger.
Target creature you control gets +2/+0 until end of turn if it's night. Then it deals damage equal to its power to target creature you don't control.
Tovolar's howlpack had scattered, but the Dire-Strain survivors were still on the hunt.
This spell costs less to cast if you control a Wolf or Werewolf.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
The villagers feared him. The cathars scorned him. Only in the wilds did he find a family that accepted him.
Whenever this creature or another Wolf or Werewolf you control dies, draw a card.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
He raged not just against vampires, but against civilization itself.
Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
The soft creak of trees in the wind is not always cause for comfort.
Whenever Anje and/or one or more other Vampires you control enter, create a Blood token. This ability triggers only once each turn. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
, Sacrifice another creature or a Blood token: Each opponent loses 2 life and you gain 2 life.
When this creature enters, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
, Sacrifice this creature: Target creature gets -X/-X until end of turn, where X is twice the number of Blood tokens you control. Activate only as a sorcery.
Whenever this creature enters or becomes the target of an Aura spell, create a 1/1 white Spirit creature token with flying.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Enchant creature
Whenever this Aura enters or enchanted creature becomes the target of an Aura spell, create a 1/1 white Spirit creature token with flying.
If this Aura would be put into a graveyard from anywhere, exile it instead.
: Create a 2/2 green Wolf creature token.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Her face shines with youthful innocence.
Trample
Other creatures you control get +1/+0.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Her claws are another matter.
Flying
When Dorothea attacks or blocks, sacrifice it at end of combat.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
"Every day a Voldaren draws breath is a day I cannot rest."
Enchant creature
Enchanted creature has "Whenever this creature attacks, create a 4/4 white Spirit creature token with flying that's tapped and attacking. Sacrifice that token at end of combat."
If Dorothea's Retribution would be put into a graveyard from anywhere, exile it instead.
Other Vampires you control get +1/+1.
When Edgar dies, return it to the battlefield transformed under its owner's control.
"Our kind has taken my gift for granted. It is time to correct that folly."
At the beginning of your upkeep, create a 1/1 white and black Vampire creature token with lifelink and put a bloodline counter on Edgar Markov's Coffin. Then if there are three or more bloodline counters on it, remove those counters and transform it.
If you would draw a card, exile the top two cards of your library instead. You may play those cards this turn.
She is cursed with visions of monsters and suffering . . . and all her visions come true.
Whenever a Frog you control attacks, mill three cards.
Whenever a permanent card is put into your graveyard from your library, exile it with a croak counter on it.
You may play lands and cast spells from among cards you own in exile with croak counters on them.
First strike (This creature deals combat damage before creatures without first strike.)
Reach (This creature can block creatures with flying.)
At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
[+1]: Creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on up to one target creature token you control.
[−2]: Until end of turn, if one or more tokens would be created under your control, twice that many of those tokens are created instead.
[−6]: Exile all cards from all graveyards, then create a 1/1 white Spirit creature token with flying for each card exiled this way.
Lifelink
At the beginning of your end step, if you gained life this turn, you may pay . If you do, draw a card.
The ceremonial "incense" was a concoction of Edgar's own design, a precise blend of blood from his favorite human lineages.
Flying, haste
At the beginning of combat on your turn, up to two target creatures you control each get +1/+0 until end of turn.
"I'll lead."
When Odric enters, create X Blood tokens, where X is the number of abilities from among flying, first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance found among creatures you control. (Count each ability only once.)
When Old Rutstein enters and at the beginning of your upkeep, mill a card. If a land card is milled this way, create a Treasure token. If a creature card is milled this way, create a 1/1 green Insect creature token. If a noncreature, nonland card is milled this way, create a Blood token.
Flying, haste
Whenever Olivia attacks, return target creature card from your graveyard to the battlefield tapped and attacking. It gains "When you don't control a legendary Vampire, exile this creature."
Her grand wedding had one goal: to unite the vampire bloodlines under her rule.
Flying
When Runo enters, put up to one target creature card from your graveyard on top of your library.
At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If a creature card with mana value 6 or greater is revealed this way, transform Runo.
Flying
Whenever Krothuss attacks, create a tapped and attacking token that's a copy of another target attacking creature. If that creature is a Kraken, Leviathan, Octopus, or Serpent, create two of those tokens instead.
As long as you've put one or more +1/+1 counters on a creature this turn, this creature has trample and lifelink.
: Target creature you control with a +1/+1 counter on it gains trample and lifelink until end of turn.
Exploit (When this creature enters, you may sacrifice a creature.)
Whenever a creature you control exploits a nontoken creature, create a 2/2 black Zombie creature token.
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever you cast a creature spell, create a 1/1 green and white Human Soldier creature token with training.
Reach
At the beginning of your upkeep, mill a card. (Put the top card of your library into your graveyard.)
, , Sacrifice this creature: Create a 1/1 green Insect creature token for each creature card in your graveyard. Activate only as a sorcery.
Flying
When this creature enters, look at the top six 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 this creature enters, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
"Please, my friends, help yourselves to the help."
—Olivia Voldaren
Creatures attacking you get -1/-0.
At the beginning of each end step, if you were dealt 4 or more damage this turn, exile this artifact.
"Sturdy nails make for sound sleep."
—Cosper Lowe of the Silbern Guard
Equipped creature gets +1/+0 and has "Whenever this creature deals combat damage, create a Blood token." (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
, , Exile a creature card from your graveyard: Create a token that's a copy of the exiled card, except it's a 0/0 Construct artifact in addition to its other types and it has "This token gets +1/+1 for each Construct you control." It gains haste until end of turn. Activate only as a sorcery.
: Add one mana of any color. Put an omen counter on this creature.
At the beginning of your end step, if there are three or more omen counters on this creature, untap it, then transform it.
As the sand eroded, a faint sound could be heard whirling under the ground.
At the beginning of your first main phase, add one mana of any color.
Were it not for the cultists' fatal curiosity, the terrible machine might have lain dormant for decades more.
: Add one mana of any color.
, : Exile target card from a graveyard.
After the Travails, Runechanters set about repairing twisted symbols of Avacyn as the first step in restoring faith in the Church.
This artifact enters with a number of suspect counters on it equal to the greatest number of creatures a player controls.
, , Remove a suspect counter from this artifact: Draw a card.
, Sacrifice this artifact: Draw a card.
When this artifact enters, exile target card from a graveyard.
, , Exile this artifact: Exile all cards from all graveyards, then draw a card.
When this artifact enters, draw a card.
, Sacrifice this artifact: Target creature can't be blocked this turn. If it's a Vampire, it also gains lifelink until end of turn.
RSVP at your own risk.
This land enters tapped unless you control two or more other lands.
: Add or .
Deadly mushrooms litter these woods, each waiting for an errant footstep to release its noxious spores.
This land enters tapped unless you control two or more other lands.
: Add or .
Soothing whispers invite travelers to step closer, closer, closer . . . until they vanish soundlessly beneath the surface.
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
"Spend too much time scanning the shadows for evil and you'll never see the beauty our world has to offer."
—Katilda, Dawnhart Prime
This land enters tapped unless you control two or more other lands.
: Add or .
The Quietus Cult holds their grim ceremonies in the dark places where unburied dead litter the ground.
This land enters tapped unless you control two or more other lands.
: Add or .
Frequent, violent storms shape the Nephalia coastline, sculpting cliffs and caves where monsters often lurk.
This land enters tapped unless you control two or more other lands.
: Add or .
Riders chase the fading light recklessly through the mountains, desperate for one last glimpse of day.
: Add .
, Pay 1 life: Add one mana of any color. Spend this mana only to cast a Vampire spell.
, : Create a Blood token. This ability costs less to activate for each Vampire you control. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
At the beginning of your upkeep, create X 2/2 black Zombie creature tokens, where X is half the number of Zombies you control, rounded down.
With Thraben's army recalled to its city walls, outlying villages were left to fend for themselves.