This creature gets +1/+1 for each land card in your graveyard.
, Sacrifice a Forest or Plains: Search your library for a land card, put it onto the battlefield, then shuffle.
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-4
2/2
LEVEL 5+
5/5
First strike
Vigilance
: This creature gets +1/+2 until end of turn.
"Your signet is no symbol of power. It marks only your need for numbers to aid you. What do you do, guild-rat, now that you face my blade alone?"
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-3
2/3
Flying
LEVEL 4+
4/4
Flying, vigilance
First strike
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
"By tradition, we don't speak for two days after battle. If our deeds won't speak for themselves, what else could be said?"
First strike
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
Both guide and guard on open plain.
Flying
The skyhunters were born when the first leonin gazed at the heavens and wished to hunt the birds overhead.
First strike, protection from red
"Hammer out your doubts as you forge your weapon. To slay a dragon, your resolve must be stronger than your steel."
First strike (This creature deals combat damage before creatures without first strike.)
Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
Whenever this creature attacks, it gets +1/+1 until end of turn for each untapped creature you control.
"He is part of a new breed of guardian, one who embraces the best of both his world and ours."
—Mayael the Anima
Vigilance
: Add .
Knight-stewards guard the Sun-Dappled Court, a grove of immense, sculptured olive trees that represent Valeron's twelve noble families.
Kicker (You may pay an additional as you cast this spell.)
If this creature was kicked, it enters with two +1/+1 counters on it and with first strike.
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
: Target Knight creature gets +1/+1 until end of turn.
"Command is the act of balancing on a vine and convincing others that it is firm ground."
—Sidar Jabari
First strike (This creature deals combat damage before creatures without first strike.)
Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.)
"If you think you are brave enough to walk the path of honor, follow me into the dragon's den."
Vigilance
Every elf in Shadowmoor is charged from birth with a terrible duty: to strike back against the ugliness and darkness, even though they are all around and seemingly without end.
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-4
3/6
Other creatures you control get +1/+1.
LEVEL 5+
4/8
Other creatures you control get +2/+2.
Knight creatures you control have double strike.
Ambidexterity is common among kithkin. The thoughtweft links the minds of the left- and right-handed, giving each the knack of the other.
Whenever this creature attacks, you may tap target creature.
"Course he ran! I wouldn't want to stare down that barrel, either!"
—Alaborn soldier
Flying, first strike (This creature can't be blocked except by creatures with flying or reach, and it deals combat damage before creatures without first strike.)
"We leonin have come to rule the plains by taking to the skies."
—Raksha Golden Cub
Flying, first strike
The knights are a major attraction at every Lammastide festival. Teams of riders perform daring feats of flight to the delight of all below.
Whenever another creature you control enters, put a +1/+1 counter on that creature and a +1/+1 counter on this creature.
To protect the alliance between Kjeldor and Yavimaya, they trained in the ways of both.
Whenever this creature deals damage, you gain that much life.
Forecast — , Reveal this card from your hand: Whenever target creature deals damage this turn, you gain that much life. (Activate only during your upkeep and only once each turn.)
The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to any target instead.
Even when fate is already written, there's always time to change the names.
Exile target creature that dealt damage to you this turn.
"Just as the noble soul calls virtue to itself, the evil soul summons harm."
—Teachings of Eight-and-a-Half-Tails
If you control four or fewer lands, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Cycling—Sacrifice a land. (Sacrifice a land, Discard this card: Draw a card.)
"At harvest are seeds of next year sown."
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
Destroy target creature with power 4 or greater. It can't be regenerated.
"Fear this no more!"
Prevent the next 3 damage that would be dealt to target creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.
Those who survive the test bear a mark of power anyone can recognize.
Target player gains 7 life.
"You helped save my people from a Phyrexian fate. Did you think I wouldn't return the favor?"
—Eladamri, to Gerrard
Until end of turn, target creature you control gets +3/+3 and other creatures you control get +1/+1.
"For unwavering commitment and unflinching strength, the Order of the White Orchid confers its sigil. Rise, knight-captain, and do your duty."
Equipped creature gets +3/+0 and has trample and lifelink.
Equip
"Tusks to splinter skulls. Steel to shatter scale."
—Warhammer inscription
Creatures you control get +0/+1 and have reach. (They can block creatures with flying.)
It hardly weighs anything, but it takes all day to remove.
Enchant creature
Enchanted creature gets +2/+2 and has flying.
When enchanted creature dies, create a 2/2 white Griffin creature token with flying.
When this enchantment enters, exile another target nonland permanent.
When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.
This land enters tapped.
, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
This land enters tapped.
When this land enters, target creature you control gains protection from the color of your choice until end of turn.
: Add .
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
This land enters tapped.
: Add .
: This land becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Flash
Flying
When this creature enters, it deals 5 damage divided as you choose among any number of targets.
Defender
When this creature blocks, destroy it at end of combat.
"The smell of roasted flesh hung over the valley for hours."
—Onean sergeant
Sacrifice a Goblin: Add .
"I like goblins. They make funny little popping sounds when they die."
—Braids, dementia summoner
Red creatures you control have first strike.
Boggarts divide the world into two categories: things you can eat, and things you have to chase down and pummel before you can eat.
Changeling (This card is every creature type.)
: This creature gets +1/+0 until end of turn. Activate no more than twice each turn.
"My ears say it hisses. My fingers say it burns."
—Auntie Wort
When this creature dies, it deals 3 damage to any target.
The oil sloshes against his skull as he nears his destination: the Frogtosser Games and the lighting of the Flaming Boggart.
Dragon spells you cast cost less to cast.
"We speak the dragons' language of flame and rage. They speak our language of fury and honor. Together we shall weave a tale of destruction without equal."
Flying
: This creature gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.
: This creature gains trample until end of turn.
Like so many Thran relics, the wurm engine kept operating long after its creators were gone.
Flying
Devour 1 (As this creature enters, you may sacrifice any number of creatures. It enters with that many +1/+1 counters on it.)
When this creature enters, it deals damage to any target equal to twice the number of Goblins it devoured.
Flash (You may cast this spell any time you could cast an instant.)
When this creature enters, target creature gets +4/+0 until end of turn.
In the erupting heart of Bogardan, it's hard to tell hurtling volcanic rocks from pouncing volcanic beasts.
Flying
: This creature gets +1/+0 until end of turn.
Whenever this creature deals combat damage to a player, you may have it deal that much damage to target creature that player controls.
Amplify 3 (As this creature enters, put three +1/+1 counters on it for each Dragon card you reveal in your hand.)
Flying
: This creature deals damage equal to the number of +1/+1 counters on it to any target.
Flying (This creature can't be blocked except by creatures with flying or reach.)
: This creature deals 1 damage to any target.
A dragon's scale can be carved into a mighty shield, provided you can procure a dragontooth to cut it.