[+1]: Create a 1/1 white Soldier creature token.
[+1]: Target creature gets +3/+3 and gains flying until end of turn.
[−8]: You get an emblem with "Artifacts, creatures, enchantments, and lands you control have indestructible."
The vanguard is skilled at waging war alone. The enemy is often defeated before its reinforcements reach the front.
, : Tap target creature.
"It's a proven fact that sling-stones from the dawn side of the riverbank sail the farthest and truest."
—Deagan, cenn of Burrenton
: Target attacking creature gets +1/+1 until end of turn.
"Any fool can pick up a sword and charge into battle. To emerge alive at the end, that is a gift that comes from leadership and experience."
When this creature blocks a creature, destroy that creature and this creature.
"My cause is simple: To stop you, at any cost, from ever seeing the inside of this keep."
First strike
Reinforce 1— (, Discard this card: Put a +1/+1 counter on target creature.)
His aim is as sure as a mosquito's sting, but with none of the warning.
"There's no contract to sign, no oath to swear. The enlistment procedure is to unsheathe your sword and point it at the enemy."
Flying
When this creature enters, return a permanent you control to its owner's hand.
"Sometimes I snare the unexpected, but I know its purpose will be revealed in time."
When this creature enters, you gain 3 life.
Young, yes. Inexperienced, yes. Weak? Don't count on it.
Kicker (You may pay an additional as you cast this spell.)
Flying
When this creature enters, if it was kicked, target creature gains flying until end of turn.
Flying
Reinforce 2— (, Discard this card: Put two +1/+1 counters on target creature.)
The flasks provide ballast, a means of steering, and—with a little luck—a way to deliver ward-spells to cohorts below.
When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
"For us, a rope represents the ties that bind the kor. For you, it's more literal."
Flying
When this creature enters, you gain 2 life.
"We're now to dispense aid to any Mirran we see battling anything . . . 'strange.' Regent's orders."
—Ranya, skyhunter captain
Flash
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Flying
Other white creatures get +1/+1.
Whenever this creature attacks, you may tap target creature.
There are only two rules of tactics: never be without a plan, and never rely on it.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
When this creature enters, you gain 1 life for each creature you control.
Flying
When this creature enters, return two creatures you control to their owner's hand.
Whenever this creature or another creature is returned to your hand from the battlefield, create a 1/1 white Soldier creature token.
Tap five untapped Soldiers you control: Exile target creature.
"There's no 'I' in 'team,' but there's a 'we' in 'weapon.'"
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Flying
Equenauts are the seeds of the Conclave, scattered on the four winds, searching for new places to take root.
Flash; convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Flying
When this creature enters, prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
Sunlance deals 3 damage to target nonwhite creature.
"It's easy for the innocent to speak of justice. They seldom feel its terrible power."
—Orim, Samite inquisitor
Exile target creature. Its controller gains life equal to its power.
The smallest seed of regret can bloom into redemption.
When this enchantment enters, exile target creature.
When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Target creature gets +2/+2 and gains flying until end of turn.
"The southern fortress taken by invaders? Heh, sure . . . when elephants fly."
—Brezard Skeinbow, captain of the guard
Create two 1/1 white Soldier creature tokens.
"The nim raid our homes without warning. We must defend our homes without hesitation."
Target permanent you control gains protection from artifacts or from the color of your choice until end of turn.
"We protect our homelands. Why should they not protect us?"
White creatures get +1/+1.
"Finally, I understand. Home isn't where you rest. It's what you fight for."
—Elspeth Tirel
Choose one —
• Tap two target creatures.
• Creatures don't untap during target player's next untap step.
Entwine (Choose both if you pay the entwine cost.)
You may discard a Plains card rather than pay this spell's mana cost.
Destroy target artifact or enchantment.
As war raged on, the young mages became more direct in their tactics, often at great cost.
Destroy target nonwhite permanent.
Dominaria erodes with each passing gust.
Creatures you control get +2/+2 until end of turn.
Reinforce X— (, Discard this card: Put X +1/+1 counters on target creature.)
"Tideshaping is more than creating a few new puddles."
: Add .
, : Target Soldier creature gets +1/+1 until end of turn.
This land enters tapped.
When this land enters, you gain 2 life.
: Add .
As this land enters, you may reveal a Kithkin card from your hand. If you don't, this land enters tapped.
: Add .
Reinforce 1— (, Discard this card: Put a +1/+1 counter on target creature.)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
[+1]: Untap up to two target artifacts.
[−X]: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
[−5]: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
The parts are as strong as the whole.
Defender (This creature can't attack.)
"We sculpt the land into what we need—homes, armament, fortresses of war. Our strength comes not only from knowing, but from commanding the terrain."
—Raksha Golden Cub, leonin kha
When this creature dies, each player draws a card.
Scholars had puzzled for centuries over the ruins at Tal Terig. Its secrets had always lived within one rune-carved head.
: Add .
The vedalken saw the myr as toys, unaware of the intelligence lurking behind their empty eyes.
: Put a +1/+1 counter on each artifact creature you control.
"The world is already run by all manner of machines. One day, they'll remind us of that fact."
—Sargis Haz, artificer
: Target Assembly-Worker creature gets +1/+1 until end of turn.
With their factories long destroyed, some of Mishra's creations still toil in remote areas, endlessly performing and reperforming their last orders.
: Put a -1/-1 counter on this creature and a -1/-1 counter on target creature.
"Whereas I was created to protect, the biskelion was created to destroy."
—Karn, silver golem
Flying
At the beginning of your upkeep, return an artifact you control to its owner's hand.
The more metal it digests, the more its jelly will fetch on the alchemists' market.
Master of Etherium's power and toughness are each equal to the number of artifacts you control.
Other artifact creatures you control get +1/+1.
"Only a mind unfettered with the concerns of the flesh can see the world as it truly is."
When this creature enters, you may search your library for an artifact card with mana value 1 or less, reveal that card, put it into your hand, then shuffle.
Flying
This creature enters with three +1/+1 counters on it.
Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
At first, vedalken observers thought blinkmoths naturally avoided certain places. Then they realized those places were frogmite feeding grounds.
This creature attacks each combat if able.
This creature can't be blocked by Walls.
The mighty city of An Karras, with its rich history, built over thousands of years, fell in three hours.
When you control no other artifacts, sacrifice this creature.
"We order them to stand, they stand. We order them to wait, they wait. We order them to die, they die."
—Pontifex, elder researcher
Flying
When this creature enters, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
This creature enters with four +1/+1 counters on it.
Whenever this creature attacks or blocks, remove a +1/+1 counter from it. If you do, it deals 1 damage to any target.
: Put a +1/+1 counter on this creature.
First strike (This creature deals combat damage before creatures without first strike.)
At the beginning of your upkeep, sacrifice this creature unless you discard a card.
At the beginning of your draw step, you may have this creature deal 3 damage to target creature.
This creature enters with three +1/+1 counters on it.
Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
"Why do bad things always come in threes?"
—Gisulf, expedition survivor
This creature enters with five +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Create a 1/1 colorless Pentavite artifact creature token with flying.
, Sacrifice a Pentavite: Put a +1/+1 counter on this creature.
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Flying
Even the clouds bend themselves to Memnarch's will, eager to swallow those who oppose him.
Multikicker (You may pay an additional any number of times as you cast this spell.)
This artifact enters with a charge counter on it for each time it was kicked.
: Add for each charge counter on this artifact.