You may look at the top card of your library any time.
You may play lands and cast spells from the top of your library.
Once during each of your turns, you may cast a spell from your hand or the top of your library without paying its mana cost.
Surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
At the beginning of your end step, you may manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.)
Flying
Discard a card: This creature gains hexproof until end of turn. Tap it.
Whenever this creature attacks, scry 3.
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
Landfall — Whenever a land you control enters, choose one —
• You may tap or untap target creature.
• Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's mana value.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, create an X/X blue Shark creature token with flying.
As an additional cost to cast this spell, exile three creature cards from your graveyard.
Flying
You may cast this card from your graveyard.
Draw three cards. Then discard two cards unless you discard an enchantment card.
A sip of recollection, an ocean of regrets.
Arvinox isn't a creature unless you control three or more permanents you don't own.
At the beginning of your end step, exile the bottom card of each opponent's library face down. For as long as those cards remain exiled, you may look at them, you may cast permanent spells from among them, and you may spend mana as though it were mana of any color to cast those spells.
When this enchantment enters, create a 1/1 white Human Soldier creature token.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
Lives taken are lives not easily forgotten.
Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
"Vanya Falkenrath's paintings are astonishing. How does she manage to achieve such rich crimson hues?"
—Stefan, art critic
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
This creature gets +X/+0, where X is the greatest power among creature cards in your graveyard.
When this creature enters, mill four cards. (Put the top four cards of your library into your graveyard.)
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost.
Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, all creatures get -2/-2 until end of turn.
Flying, trample
Once during each of your turns, you may cast an enchantment spell by paying life equal to its mana value rather than paying its mana cost.
, Sacrifice another enchantment: This creature gets +X/+0 until end of turn, where X is the sacrificed enchantment's mana value.
Constellation — Whenever this creature or another enchantment you control enters, creatures your opponents control get -1/-1 until end of turn.
Crippling fear precedes it. A foul stench accompanies it. Death follows in its wake.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a creature or planeswalker of their choice.
II — Each opponent discards a card.
III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.
Flying
Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
"I often think on how excited they must feel to be chosen as my prey."
Whenever an opponent draws a card, this creature deals 1 damage to that player.
"Never forget that the life you've built can be undone by a single loose thread."
—Perisophia the philosopher
When this creature enters, each opponent loses X life, where X is your devotion to black. You gain life equal to the life lost this way. (Each in the mana costs of permanents you control counts toward your devotion to black.)
Destroy target creature. You lose 2 life.
Ancient evils dwell within the burning chasm called the Ashmouth, ever ready to devour those foolish enough to travel alone.
Whenever an opponent draws a card, if you control a red permanent, you may have this creature deal 1 damage to that player.
When the smell of passing thoughts piques its hunger, its maw becomes primed with acid and a taste for brains.
Equipped creature has flying and lifelink.
Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards.
Equip
The legacy of evil lives on.
Menace
When Massacre Girl enters, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.
When this creature enters, creatures your opponents control get -2/-2 until end of turn.
Whenever a creature an opponent controls dies, that player loses 2 life.
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
On Innistrad, one person's windfall usually starts with another person lying face down in the mud.
Flying
Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that creature, except it's 1/1 and it's a Nightmare in addition to its other types.
Whenever a land an opponent controls enters, that player loses 1 life. Put a +1/+1 counter on this creature.
"Anywhere the moonlight touches—that's my garden."
Menace
When this creature enters, you may destroy another target creature. If a creature is destroyed this way, you gain life equal to its toughness.
[+1]: You draw a card and you lose 1 life.
[−3]: Destroy target creature.
[−8]: Target opponent gets an emblem with "Whenever a player draws a card, you lose 2 life."
Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 2 life and you gain 2 life.
[+1]: You lose 1 life. Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
[−3]: Each opponent sacrifices a creature with the greatest power among creatures that player controls.
[−8]: Each opponent may discard a card. If they don't, they lose 3 life. Repeat this process six more times.
Scry 2, then draw two cards. You lose 2 life. (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.)
The dead know lessons the living haven't learned.
Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to that card's mana value.
"You'd better be worth it."
—Liliana Vess
Target player draws two cards and loses 2 life.
Little agonies pave the way to greater power.
When this creature enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.)
No part goes to waste.
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
Creatures you control have lifelink.
, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
This spell costs less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
"Holy places are no longer sanctuary from death, and death is no longer sanctuary from anything."
—Thalia, Knight-Cathar
Indestructible
Whenever this creature is dealt damage, it deals that much damage to target opponent.
, : This creature fights another target creature.
"Why don't you come a little closer and say that again, you spineless spit-licker!"
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
First strike
When this creature enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then this creature deals damage to that player equal to the total mana value of those cards.
At the beginning of your end step, target enchantment deals damage equal to its mana value to its controller unless that player sacrifices it.
Those who fail to respect power will soon be consumed by it.
Whenever an opponent activates an ability of an artifact, creature, or land on the battlefield, if it isn't a mana ability, this creature deals 2 damage to that player.
"Fight through it."
Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
"Places, everyone!"
—Judith
Menace
Players can't gain life.
Whenever another creature enters, this creature deals 1 damage to that creature's controller.
All raptors are aggressive, but ferocidons seem to enjoy their prey's pain.
Whenever this creature attacks or becomes the target of a spell an opponent controls, choose one —
• This creature deals 3 damage to each opponent.
• Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures.
Every movement is a summons—even your screams.
Ashaya's power and toughness are each equal to the number of lands you control.
Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
You may look at the top card of your library any time.
You may play lands from the top of your library.
Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.
Beanstalk Giant's power and toughness are each equal to the number of lands you control.
Search your library for a basic land card, put it onto the battlefield, then shuffle. (Then exile this card. You may cast the creature later from exile.)
At the beginning of your upkeep, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
All seeds share a common bond, calling to each other across infinity.
: Add or .
Delirium — This creature has deathtouch as long as there are four or more card types among cards in your graveyard.
The old hermit would never say what he fed his mushrooms, and people learned not to ask.
Deathtouch
Whenever a permanent you control is turned face up, you may return this card from your graveyard to the battlefield face up or face down.
Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Torching Krosa would be pointless. It grows faster than it burns.
For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures.
"Slaughter the weak ones. They are unworthy of the gift of compleation."
Trample
Whenever this creature deals combat damage to a player, create a token that's a copy of this creature.
"To a creature like that, we must seem like, well, bugs."
—Dars Gostok, Firefist captain
Deathtouch
Delirium — This creature gets +2/+2 as long as there are four or more card types among cards in your graveyard.
As Emrakul's influence radiated across Innistrad, evacuation from Kessig's remote villages became increasingly difficult.