Create a 3/3 green Centaur creature token.
Fuse (You may cast one or both halves of this card from your hand.)
You gain 2 life for each creature you control.
Fuse (You may cast one or both halves of this card from your hand.)
Target creature gets +1/+1 and gains double strike until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
All creatures able to block target creature this turn do so.
Fuse (You may cast one or both halves of this card from your hand.)
Whenever a creature enters this turn, you may draw a card.
Fuse (You may cast one or both halves of this card from your hand.)
Create four 1/1 white Bird creature tokens with flying.
Fuse (You may cast one or both halves of this card from your hand.)
Target player mills eight cards.
Fuse (You may cast one or both halves of this card from your hand.)
Put a creature card from a graveyard onto the battlefield under your control. It gains haste until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Each player sacrifices an artifact, a creature, an enchantment, a land, and a planeswalker of their choice.
Fuse (You may cast one or both halves of this card from your hand.)
Target player discards two cards.
Fuse (You may cast one or both halves of this card from your hand.)
Return target card from your graveyard to your hand.
Fuse (You may cast one or both halves of this card from your hand.)
Return target creature to its owner's hand.
Fuse (You may cast one or both halves of this card from your hand.)
Target player sacrifices a creature of their choice.
Fuse (You may cast one or both halves of this card from your hand.)
Exile target creature card from a graveyard. Put X +1/+1 counters on target creature, where X is the power of the card you exiled.
Fuse (You may cast one or both halves of this card from your hand.)
Target creature you control deals damage equal to its power to any target.
Fuse (You may cast one or both halves of this card from your hand.)
Put three +1/+1 counters on target creature.
Fuse (You may cast one or both halves of this card from your hand.)
Remove all +1/+1 counters from target creature you control. Draw that many cards.
Fuse (You may cast one or both halves of this card from your hand.)
Creatures you control get +1/+1 until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Creatures your opponents control get -1/-1 until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Target creature gets +2/+4 until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Target creature gets -6/-0 until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Creatures you control gain indestructible until end of turn. Untap each creature you control.
Fuse (You may cast one or both halves of this card from your hand.)
Creatures you control gain deathtouch and lifelink until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Target player draws two cards and loses 2 life.
Fuse (You may cast one or both halves of this card from your hand.)
Trouble deals damage to target player equal to the number of cards in that player's hand.
Fuse (You may cast one or both halves of this card from your hand.)
Until end of turn, target creature loses all abilities and becomes a red Weird with base power and toughness 0/1.
Fuse (You may cast one or both halves of this card from your hand.)
Burn deals 2 damage to any target.
Fuse (You may cast one or both halves of this card from your hand.)
Destroy target artifact.
Fuse (You may cast one or both halves of this card from your hand.)
Destroy target enchantment.
Fuse (You may cast one or both halves of this card from your hand.)
: Add or .
, , Sacrifice this artifact: Draw a card.
Its three sides represent the Sova, judges and arbitrators; the Jelenn, scribes and elocutors; and the Lyev, lawmages and enforcers.
: Add or .
, , Sacrifice this artifact: Draw a card.
"In case of fire, treachery, citywide riot, political upheaval, or worldwide societal collapse, break glass."
—Cluestone inscription
: Add or .
, , Sacrifice this artifact: Draw a card.
It waits in the chill of the undercity, holding nameless secrets for those who dare to touch it.
: Add or .
, , Sacrifice this artifact: Draw a card.
Golgari mold collects whispers, intelligence that is later harvested by Jarad and his high chancellors.
: Add or .
, , Sacrifice this artifact: Draw a card.
Forgotten under rocks and vines, Gruul symbols mark the sites of primitive rituals where shamans once chanted to the wild.
: Add or .
, , Sacrifice this artifact: Draw a card.
It holds within it an unsolvable riddle. A creative answer yields an invitation to the guild.
: Add or .
, , Sacrifice this artifact: Draw a card.
A symbol of power and wealth, the only commodities that matter to the Orzhov.
: Add or .
, , Sacrifice this artifact: Draw a card.
"Burn. Bleed. Enjoy."
—Cluestone inscription
: Add or .
, , Sacrifice this artifact: Draw a card.
"Break it if you must. The loss of one relic is nothing next to the value of enriching us all."
—Suniel the Woodwise
: Add or .
, , Sacrifice this artifact: Draw a card.
Simic symbols are among the most intricate and fragile, yet few vandalize them for fear of the strange lifeforms that might be released.
This land enters tapped.
: Add or .
The Azorius symbol stares down like a great eye, reminding visitors of the watchful presence of Isperia and her lawmages.
This land enters tapped.
: Add or .
It promises protection to those in need and proclaims a warning to any who would threaten Ravnican law.
This land enters tapped.
: Add or .
In the cold corridors of the undercity, misinformation unfurls from Duskmantle like a spreading stain.
This land enters tapped.
: Add or .
Every part of the gate was reclaimed from forgotten ruins and imbued with new purpose by the Swarm.
This land enters tapped.
: Add or .
The scarred rubble around the gate is testament to past meetings of the Clans, summits that inevitably devolved into brawls.
This land enters tapped.
: Add or .
Beyond lies the culmination of all Izzet projects, a grand experiment led by the dragon Niv-Mizzet himself.
This land enters tapped.
: Add .
, , Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
This land enters tapped.
: Add or .
"We do not believe in hiding our wealth in the shadows. This is Orzhov, and this is how we reward greatness."
—Teysa Karlov, Grand Envoy of Orzhov
This land enters tapped.
: Add or .
Maze-runners who pass through the Rakdos gate leave behind their scruples and a significant amount of skin.
This land enters tapped.
: Add or .
The Selesnya welcome all to help them heal the city's wounds. The price, however, is devotion to the guild and a selfless belief in Trostani.
This land enters tapped.
: Add or .
Simic biomancers don't concern themselves with guarding a gate. Their ever-present creations are enough to ward off trespassers.