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.
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.
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.
: 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.
, Discard a card: Return this card from your graveyard to your hand. Activate only during your upkeep.
Cycling (, Discard this card: Draw a card.)
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.
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.)
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.
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.
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
Search your library for a card, put that card into your hand, discard a card at random, then shuffle.
When you've got nothing, you might as well trade it for something else.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, you may have it deal X damage to target creature, where X is the number of Goblins on the battlefield.
"I've got this under control! Probably!"
When this creature enters, you may search your library for a Goblin card, reveal that card, put it into your hand, then shuffle.
A mother only a child could love.
, , Exile two cards from your graveyard: This creature deals 2 damage to any target.
"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
"I only had time to read half the spell, but I'm pretty sure this will work!"
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters or dies, create a 1/1 red Goblin creature token.
The next instant or sorcery spell you cast this turn can't be countered.
Draw a card.
"My, what a pretty little trick. At least you'll die with style."
Whenever Pashalik Mons or another Goblin you control dies, Pashalik Mons deals 1 damage to any target.
, Sacrifice a Goblin: Create two 1/1 red Goblin creature tokens.
The thunderhead that leads in the storm.
Flying
: This creature gets +1/+0 until end of turn.
The undisputed master of the mountains of Shiv.
When this creature enters, create three 1/1 red Goblin creature tokens.
, Sacrifice a Goblin: This creature deals 2 damage to any target.
"Ready . . . uh . . . fire!"
: You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice the creature at the beginning of the next end step.
"Nothin' beat surprise—'cept rock."
At the beginning of each player's upkeep, this enchantment deals 2 damage to that player.
If a player would gain life, that player gains no life instead.
At the beginning of combat on your turn, for each Aura and Equipment attached to Valduk, create a 3/1 red Elemental creature token with trample and haste. Exile those tokens at the beginning of the next end step.
The hammer strikes. The Flame awakens.
Flying, trample
When this creature enters, exile all other permanents you control.
When this creature leaves the battlefield, return the exiled cards to the battlefield under their owners' control.
Creatures can't attack a player unless that player cast a spell or put a nontoken permanent onto the battlefield during their last turn.
As the world steeled itself for the New Phyrexian invasion, the heart of the Pinelands awoke, and a new maro-sorcerer strode forth to join the fight.
Flying
: Add one mana of any color.
Sages whisper of an undiscovered natural paradise, a tropical island unspoiled by war.
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When this creature enters or leaves the battlefield, return another target creature card from your graveyard to your hand.
Exile this creature from your hand: Add .
"We are never without guidance, if we but seek it."
—Taaveti of Kelsinko, elvish hunter
You may play an additional land on each of your turns.
The first explorers found Argoth a storehouse of natural wealth—towering forests grown over rich veins of ore.
: Draw a card and reveal it. If it isn't a land card, discard it.
She nurtures each flower from seed to blossom, and in return, they whisper secrets only she can hear.
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
Its blood is life. Its body is growth.
Whenever a player cycles a card, you may put a +1/+1 counter on target creature.
"Bright spores coalesced in empty air. Seedlings burst through barren soil. Genesis had arrived."
—Scroll of Beginnings
Whenever you draw your second card each turn, create a 2/2 green Cat creature token.
: Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards in your hand.
"Humans bring nothing but suffering and deceit. They are not welcome in my forest."
: Target land becomes a 1/1 creature until end of turn. It's still a land.
: Creatures you control get +3/+3 and gain trample until end of turn.
"My mind has changed. My strength has not."
Prevent all combat damage that would be dealt this turn.
Cycling (, Discard this card: Draw a card.)
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
From the cracks in the stone, she reads stories of the past. From the swirling vines, she glimpses visions of the future.
At the beginning of your upkeep, you may create a 1/1 green Squirrel creature token.
Threshold — All Squirrels get +2/+2 as long as there are seven or more cards in your graveyard.
"I'll call you Reginald, and you're Mimi, and you're Tank, and you're Bobo..."
You may cast this spell as though it had flash if you pay more to cast it. (You may cast it any time you could cast an instant.)
Create a 1/1 green Saproling creature token for each creature you control.
Enchant land
Enchanted land has ": Create a 1/1 green Squirrel creature token."
In the treetops, unseen by many, lurks chittering, skittering death.
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
At the beginning of your upkeep, if a player has more life than each other player, the player with the most life gains control of this creature.
Cycling (, Discard this card: Draw a card.)
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional .
"Here in Fyndhorn, where Freyalise's power is strongest, the forest has its own opinion."
—Laina of the Elvish Council
Search your library for a creature card, reveal it, then shuffle and put the card on top.
"All of us, from the tiny leaf-mite to the towering baloth, are vital threads in the weave of life."
Counter target spell. You gain 3 life.
"Your presumption is your downfall."
Flying
At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay .
Each untapped creature you control gets +0/+2 as long as it's not attacking.
: Arcades Sabboth gets +0/+1 until end of turn.
Destroy target artifact, target creature, target enchantment, and target land. (You can't cast this spell unless you have legal choices for all its targets.)
Tormented by her own existence, Karona turned her wrath on the world that had birthed her.
All Goblins get +1/+1.
All Goblins are black and are Zombies in addition to their other creature types.
"Don't you agree that mogg intellects are improved by zombification?"
—Lord Dralnu
Target player discards two cards. You gain 3 life for each land card discarded this way.
A heart of light and a soul of darkness cannot coexist.
Threshold — As long as there are seven or more cards in your graveyard, this enchantment has "Whenever an opponent casts a spell, you may put a creature card from your hand onto the battlefield."
"Don't be silly. Panthers don't hunt in packs!"
—Jego, disgraced archdruid
Protection from black
Threshold — As long as there are seven or more cards in your graveyard, this creature gets +3/+3 and has flying.