[+2]: Exile target permanent you own. Return it to the battlefield under your control at the beginning of the next end step.
[−1]: Creatures can't be blocked this turn.
[−8]: You get an emblem with "Whenever you cast a spell, exile target permanent."
Flash
When this creature enters, return a creature you control to its owner's hand.
Saltfield nomads call a sudden storm a "whitemane."
Flying
When this creature enters, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Whenever this creature attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library.
, : Target creature with power X or less can't be blocked this turn.
Woven from threads of the spirit world, the mistcloak rendered its wearer invisible, but quickly fell to tatters.
: Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Olka collected the evening mist for years, studying its secrets. Once she learned its essence, she could vanish with a thought.
Whenever this creature deals combat damage to a player, draw a card.
I've learned how to disable wards, pick locks, and decode the Agaran language—all before even reading the scroll!
This creature can't be blocked.
When this creature enters, target creature can't be blocked this turn.
"They won't see your shadow or hear your breath, but they will feel your blade."
Whenever this creature becomes blocked, draw a card.
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
A slith's form and function are determined by the color of the sun under which it's born.
Flying, first strike
"Like a strain of music: easy to remember but impossible to catch."
—Mirri of the Weatherlight
Defender, flying
Shroud (This creature can't be the target of spells or abilities.)
It provides what every discerning mage requires—time to think.
Flying
Whenever this creature attacks, exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Kor have no concept of exploration. They return to homelands forgotten.
You may have this creature enter as a copy of any creature on the battlefield.
The shapeshifter mimics with a twin's esteem and a mirror's cruelty.
When this creature enters, scry 1, then scry 2, then scry 3. (To scry X, look at the top X cards of your library, then put any number of them on the bottom and the rest on top in any order.)
As this creature enters, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender.
Tocasia brushed the gears and cogs from the table. There, before two wide-eyed brothers, she began a lesson on raw elemental magic.
Flying
When this creature enters, return a white or blue creature you control to its owner's hand.
When this creature enters, draw two cards, then put two cards from your hand on the bottom of your library.
At the beginning of your upkeep, return a permanent you control to its owner's hand.
What the current doesn't take, they do.
Flying
: This creature gains vigilance until end of turn.
: This creature gets +0/+1 until end of turn.
: Switch this creature's power and toughness until end of turn.
: Return this creature to its owner's hand.
Vigilance
When this creature enters, you gain 4 life.
After Efrava was destroyed, the cat warriors scattered across Dominaria. Those who followed Jedit's example were strong enough to survive the ravages of apocalypse.
Flying
When this creature enters, destroy all tapped creatures.
There may exist powers even greater than Phyrexia.
Flying
When this creature enters, 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.
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Enchant creature
Whenever enchanted creature deals damage to a player, return target creature that player controls to its owner's hand.
Arrows are only one way to remove an enemy.
Exile target artifact or enchantment.
"No half measures, no regrets. We'll tell no stories of this day. It will be as if it never existed at all."
—Ganedor, loxodon mystic
Creatures you control get +0/+1.
Sacrifice this enchantment: Return target creature to its owner's hand.
"If only an angel's wings could shelter us all."
—Barrin, master wizard
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.
Prevent all damage that would be dealt to you and creatures you control this turn.
With one flap of her wings, the angel beat back the fires of war.
Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
Exile target creature. You draw cards equal to that creature's power. At the beginning of your next upkeep, return that card to the battlefield under its owner's control. If you do, discard cards equal to that creature's toughness.
Out of sight, into mind.
Counter target spell unless its controller pays . You gain X life.
With one commanding word, the spell was put down and a fine collected for its casting.
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
This land enters tapped.
, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add .
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
This land enters tapped.
When this land enters, target creature gains flying until end of turn.
: Add .
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
[+1]: Untap target Mountain. It becomes a 4/4 red Elemental creature until end of turn. It's still a land.
[−2]: Add for each Mountain you control.
[−5]: You get an emblem with "Mountains you control have ': This land deals 1 damage to any target.'"
First strike
Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
It prefers a cooked meal, so it will eat you now and lava-bask later.
This creature can't block.
: This creature gets +1/+0 until end of turn.
Do not judge a lizard by its size.
—Ghitu proverb
Flying
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
The kor send their thopter kites to see if the land is in a welcoming mood.
Defender; reach (This creature can block creatures with flying.)
Whenever this creature blocks a creature, return that creature to its owner's hand at end of combat.
: This creature gets +1/+0 until end of turn.
"I had hoped to instill in it the loyalty of a guard dog, but with fire's power comes its unpredictability."
—Maggath, Sardian elementalist
Haste
: This creature deals 1 damage to any target.
Vulshok sorcerers train by leaping into electrified storm clouds. Dead or alive, they come back down with smiles on their faces.
Haste
As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
"Molten earth has no anger of its own. Only by infusing it with your own rage can the magma seethe and take shape."
—Koth of the Hammer
Landfall — Whenever a land you control enters, you may have this creature deal 1 damage to target player or planeswalker.
"Cosi has many followers. Even the volcano finds a way to do his bidding."
—Zakken, Enclave cleric
Haste (This creature can attack and as soon as it comes under your control.)
He experiences every emotion with passion and repays every slight with vengeance.
, Sacrifice this creature: It deals 2 damage to each creature.
Heart of fire, blood of lava, teeth of stone.
: Target creature you control with toughness less than this creature's power gains flying until end of turn. Destroy that creature at the beginning of the next end step.
A typical day for a giant. A momentous event for a goat.
Landfall — Whenever a land you control enters, this creature gains flying until end of turn.
"Quit pontificating, mage. The last thing we want to do is give it more hot air."
—Tala Vertan, Makindi shieldmate
At the beginning of your upkeep, sacrifice this creature unless you sacrifice a Mountain.
It's viciously territorial, destroying every creature on the mountain it has chosen to consume.
: Untap this creature.
: Target creature blocks this creature this turn if able.
: Change the target of target spell that targets only this creature.
: This creature gets +1/-1 until end of turn.
: This creature gets -1/+1 until end of turn.
: This creature gets +1/+0 until end of turn.
Mountaincycling (, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
This creature gets +0/+1 for each Mountain you control.
"Fire. Air. Water. These elements spread, filling in the spaces they are not. But earth is implacable like a sullen child."
—Jestus Dreya, Of Elements and Eternity