Haste
Zurgo attacks each combat if able.
During your turn, Zurgo has indestructible.
Whenever a creature dealt damage by Zurgo this turn dies, put a +1/+1 counter on Zurgo.
Whenever this creature attacks, you may pay . If you do, target creature can't block this turn.
The upside to not thinking about the consequences is that you'll always surprise those who do.
: Target attacking creature gets +1/+1 until end of turn.
"Swords, to me! We must engage their line to protect our archers and mages. Let no one fail this task!"
When this creature enters, you may tap target creature.
Formerly oppressed by the polis of Meletis, leonin occasionally "mistake" their old enemies for game.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
The undead of Grixis are fueled by their hatred of the living.
Trample
Every once in a while, when they aren't getting incinerated in lava, crushed under rock slides, or devoured by dragons, goblins experience moments of unmitigated glory in battle.
Creatures you control have haste and attack each combat if able.
Don't let him lead the soldiers, but by all means let him lead the way.
When this creature enters, each player sacrifices a creature of their choice.
Grixis is a world where the only things found in abundance are death and decay. Corpses, whole or in part, are the standard currency among necromancers and demons.
Goblin spells you cast cost less to cast.
Goblins you control have haste.
They poured from the Skirk Ridge like lava, burning and devouring everything in their path.
Flying, haste
At the beginning of the end step, sacrifice this creature.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Flying
When this creature deals combat damage to a player, create two 1/1 red Goblin creature tokens and sacrifice this creature.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
This creature can't block.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Raid — When this creature enters, if you attacked this turn, this creature deals 2 damage to any target.
"Those who have never ridden before the wind do not know the true joy of war."
When this creature enters, create two 1/1 red Goblin creature tokens.
Whether trained, ridden, or eaten, few goblin military innovations have rivaled the bug.
: Create X 1/1 red Goblin creature tokens, where X is the number of Goblins you control.
"He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions."
—Agmand Sarv, Azorius hussar
Whenever another creature you control enters, that creature gets +2/+0 and gains haste until end of turn. (It can attack and this turn.)
Ogres are driven by passion, rage, and another ogre standing behind them with a whip.
When this creature enters, creatures you control get +1/+1 and gain haste until end of turn.
Boros soldiers are like a cache of bombs ready to explode, and the flame-kin light their fuses.
When this creature enters, creatures you control get +1/+0 until end of turn.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Haste
At the beginning of your upkeep, return a red creature you control to its owner's hand.
The oni leapt easily from peak to peak, toying with its victims, its voice a purr from the rumbling depths of nightmare.
As an additional cost to cast this spell, sacrifice a creature.
Reckless Abandon deals 4 damage to any target.
The climax of a warlord's career is always death.
Shock deals 2 damage to any target.
"The beauty of it is they never see it coming. Ever."
—Razzix, sparkmage
As an additional cost to cast this spell, sacrifice a creature.
Destroy target creature.
Witches of the Split-Eye Coven speak of a future when Grixis will overflow with life energy. For now, they must harvest vis from the living to fuel their dark magics.
Arc Trail deals 2 damage to any target and 1 damage to any other target.
"Don't try to hit your enemies. Concentrate on the space between them, and fill the air with doom."
—Spear-Tribe teaching
Sacrifice a creature: This enchantment deals 1 damage to any target.
With one motion, a pest is removed and a scourge inflicted.
Create two 1/1 red Goblin creature tokens.
Goblins are eager to follow orders, especially when those orders involve stealing, hurting, annoying, eating, destroying, or swearing.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.)
"Rage courses in every heart, yearning to betray its rational prison."
—Sarkhan Vol
Up to two target creatures each get +2/+2 until end of turn.
"The people of Akros must learn from our leonin adversaries. If we match their staunch ferocity with our superior faith, we cannot fail."
—Cymede, queen of Akros
Orcish Cannonade deals 2 damage to any target and 3 damage to you.
Draw a card.
"Crispy! Scarback! Load another volcano-ball."
—Stumphobbler Thuj, orcish captain
Fiery Fall deals 5 damage to target creature.
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Jund feasts on the unprepared.
You may exile two red cards from your hand rather than pay this spell's mana cost.
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Banefire deals X damage to any target.
If X is 5 or more, this spell can't be countered and the damage can't be prevented.
For Sarkhan Vol, the dragon is the purest expression of life's savage splendor.
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Without the interfering hands of civilization, nature will always shape itself to its own needs.
This land enters tapped.
: Add .
: This land becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land. (It deals combat damage before creatures without first strike.)
This land enters tapped.
: Add , , or .
"Only the weak imprison themselves behind walls. We live free under the wind, and our freedom makes us strong."
—Zurgo, khan of the Mardu
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
: Draw three cards.
: Return Arcanis to its owner's hand.
"Do not concern yourself with my origin, my race, or my ancestry. Seek my record in the pits, and then make your wager."
Flying
When this creature enters, sacrifice it unless you return another creature you control to its owner's hand.
Many Tin Street shops display a sign on the door: "No cloaks allowed."
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, you may tap or untap target permanent.
They wait in darkened depths, laughing eagerly.
Morph—Return two Islands you control to their owner's hand. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, draw two cards.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, change the target of target spell or ability with a single target.
When this creature enters, it deals 1 damage to any target.
Sparkmages are performance artists of sorts, but pain is the price of admission.
When this creature enters, you gain 4 life.
His mission has become a grim pilgrimage, a tour of the Eldrazi-stricken outposts across Zendikar. But he marches on alone, stubborn as the daily dawn.
, : Tap target creature.
A skilled decoy can throw your enemies off your trail. A master decoy can survive to do it again.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, return target creature to its owner's hand.
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."
Flash
Flying
When this creature enters, return a creature you control to its owner's hand.
When this creature enters, exile target card from a graveyard.
As this creature enters or is turned face up, it becomes your choice of 5/1 or 1/5.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Flash (You may cast this spell any time you could cast an instant.)
Vigilance
"You think no one is watching, you think you're smart enough to escape, and most foolish of all, you think no one cares."
—Arrester Lavinia, Tenth Precinct
Flying, vigilance, haste
Sudden vengeance, echoing fury.
Flash (You may cast this spell any time you could cast an instant.)
Flying
Small enough to penetrate the narrowest crack in a castle wall and numerous enough to hack apart a griffin.
Flying
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, return all other tapped creatures to their owners' hands.
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.
Target creature gets -1/-0 until end of turn.
Draw a card.
The first spell taught to young mages, it has spared the lives of many whose hands are too small to hold a sword.