Draw a card.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Tap an untapped creature you control: Tap target artifact, creature, or land.
Exhausting a wizard can be exhausting work.
Until end of turn, target creature loses all abilities and has base power and toughness 0/1.
The crocodile's failed attack left it feeling both hungry and sheepish.
When this creature enters, sacrifice it unless you return three basic lands you control to their owner's hand.
, Return this creature to its owner's hand: Destroy target creature. It can't be regenerated. That creature's controller creates a 0/1 green Sheep creature token.
Flying
When this creature enters, untap up to five lands.
"Always a welcome sight breaking through the clouds."
—Talrand, sky summoner
Return target creature to its owner's hand. Untap up to two lands.
Good riddance.
Target player draws X cards.
"Every thought is a star illuminating the darkness. Inspiration comes from finding the constellations that link them."
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever this creature deals damage to an opponent, draw a card.
Rayne once made several unkind comparisons between the bird's naked opportunism and Urza's.
Target player takes two extra turns after this one.
"I swear, I just wanted a few extra hours to do my homework!"
—Petra, novice chronomancer
Choose artifact, creature, or land. Tap all untapped permanents of the chosen type target player controls, or untap all tapped permanents of that type that player controls.
The best cure for a big ego is a little failure.
When Urza enters, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
Tap an untapped artifact you control: Add .
: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.
When an opponent casts a spell, if this permanent is an enchantment, it becomes a 4/4 Serpent creature with "This creature can't attack unless defending player controls an Island."
Cycling (, Discard this card: Draw a card.)
Flying
Cumulative upkeep—Discard a card. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When this creature dies, draw a card for each age counter on it.
Flying
When this creature enters, sacrifice it unless you exile a creature you control other than this creature.
When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
When this creature enters, exile it unless you discard a creature card.
When this creature dies, exile it and return target creature card from your graveyard to the battlefield.
When this creature enters, each opponent discards a card.
Its windpipe is only the first to amplify its maddening laughter.
All Nightmares get +1/+1.
, Pay 3 life: Put target creature card from a graveyard onto the battlefield under your control. That creature is black and is a Nightmare in addition to its other creature types.
When Chainer leaves the battlefield, exile all Nightmares.
Target player sacrifices a creature of their choice.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Destroy target nonblack creature.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Return target creature card from your graveyard to the battlefield.
Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Those who forget the horrors of the past are doomed to re-meet them.
Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
"Don't worry. I'm not going to deprive you of all your secrets. Just your most precious one."
—Liliana Vess
Search your library for a card, put that card into your graveyard, then shuffle.
A grave is the safest place to store ill-gotten treasures.
Non-Eye creatures you control can't attack.
This creature can't be blocked except by Walls.
The highway of fear is the shortest route to defeat.
When this creature enters, exile another target creature.
When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
When this creature dies, target creature gets -1/-1 until end of turn.
In life, it was a fetid, disease-ridden thing. In death, not much changed.
Whenever this creature deals damage to a creature or opponent, this creature deals that much damage to you.
Though the reaver is horrifyingly effective, its dorsal vents spit a highly corrosive cloud of filth.
Sacrifice a Goblin: Regenerate this creature.
Modo was great at making friends . . . into shields.
Target creature gets +X/+0 until end of turn.
Whether it howls for hunger or for joy, you're in trouble just the same.
: This creature gets -1/-0 and gains flying until end of turn.
"I was wrong! Not harmless at all!"
—Norin the Wary
Target creature gets -3/-3 until end of turn.
Cycling (, Discard this card: Draw a card.)
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
When this creature dies, each player discards their hand.
It is the thing that goes bump in the night.
: This creature gets +1/+1 until end of turn.
In life, the nantuko study nature by revering it. In death, they study nature by disemboweling it.
, Sacrifice a creature: Return this card from your graveyard to the battlefield. Activate only during your upkeep.
To the novice necromancers, it looked exactly like a regular human grave.
Blue spells and red spells you cast cost less to cast.
: Regenerate this creature.
Whenever a creature deals damage to you, destroy it.
"We had years to prepare, while they had mere minutes."
—Kerrick, sleeper agent
At the beginning of your upkeep, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand.
It was a profitable scheme, at least until the dead began to object.
Flying
, Sacrifice this creature: Target creature gets -2/-2 until end of turn.
"The second stage of the illness: high fever and severe infectiousness."
—Phyrexian progress notes
Sacrifice a creature: This creature gets +2/+2 until end of turn.
Phyrexia wastes nothing. Its food chain is a spiraling cycle.
When this creature enters, you draw a card and you lose 1 life.
It takes no prisoners, but it keeps the choicest bits for Phyrexia.
Kicker—Pay 3 life. (You may pay 3 life in addition to any other costs as you cast this spell.)
If this creature was kicked, it enters with two +1/+1 counters on it.
: Destroy target tapped creature.
Trained in the arts of stealth, royal assassins choose their victims carefully, relying on timing and precision rather than brute force.
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Cycling—Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)
The lamps on Wyndmoor Street snuff themselves at midnight and refuse to relight, afraid to illuminate what lies in the darkness.
Destroy target nonartifact, nonblack creature. It can't be regenerated.
Enchant creature
Enchanted creature gets +3/-1.
After six days in the hands of the Gixians, what remained was utterly unrecognizable as the person it once was.
, Discard a card: Return this card from your graveyard to your hand. Activate only during your upkeep.
Cycling (, Discard this card: Draw a card.)
, , Discard a card: Each other player loses 2 life. You gain life equal to the life lost this way.
"I have become a gourmet of sorts. Each soul has its own distinctive flavor. The art is in inviting the right company to the feast."
Return up to two target creature cards from your graveyard to your hand.
Draw a card.
In Urborg, few things are less permanent than death.
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
True power is achieved through blood and sweat. But mostly blood.
Whenever another creature enters, you lose 1 life.
The only prince inside this frog is the one it ate.
Protection from Humans
Pay 1 life, Sacrifice another creature: Put a -1/-1 counter on up to one target creature and draw a card.
, Discard a card: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Discard two cards: Create a 2/2 black Zombie creature token.
The nomads' funeral pyres are more practical than ceremonial.
Haste
When this creature enters, you may search your library for a card named Avarax, reveal it, put it into your hand, then shuffle.
: This creature gets +1/+0 until end of turn.
Chain Lightning deals 3 damage to any target. Then that player or that permanent's controller may pay . If the player does, they may copy this spell and may choose a new target for that copy.
When this creature enters, if you cast it from your hand, add .
"The day is mine! I sent three such creatures against my foe, then watched as my magefire popped her soldiers like overripe spleenfruits."
—Dobruk the Unstable, pyromancer
, Sacrifice a Zombie: This enchantment deals 2 damage to any target.
"Nothing ruins your day like a blazing zombie."
—Tahngarth
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 can't attack or block alone.
Spot one ember beast, attack.
Spot a second, best fall back.
—Dwarven saying
Create two 1/1 red Goblin creature tokens.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Kicking the warren
—Argivian expression meaning "causing trouble"
You may sacrifice two Mountains rather than pay this spell's mana cost.
Fireblast deals 4 damage to any target.
Embermages aren't well known for their diplomatic skills.
When this creature enters, it deals 4 damage to target creature.
"For dim-witted, thick-skulled genetic mutants, they have pretty good aim."
—Sisay, captain of the Weatherlight