Flamebreak deals 3 damage to each creature without flying and each player. Creatures dealt damage this way can't be regenerated this turn.
"Now I'm thirsty."
—Korva, Vulshok battlemaster
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Flying
When this creature enters, if you cast it from your hand, exile all artifacts.
, : Flip a coin. If you win the flip, destroy target artifact and untap this creature. If you lose the flip, sacrifice this creature.
Always easily impressed, Durg was about to be blown away.
Inflame deals 2 damage to each creature dealt damage this turn.
A Vulshok weapon strikes with the fire of the forge that made it.
, Sacrifice an artifact: Add .
Fallen enemies are fed to the scavengers. Fallen friends are thrown into the Great Furnace, their souls returned to the Great Mother.
Pulse of the Forge deals 4 damage to target player or planeswalker. Then if that player or that planeswalker's controller has more life than you, return Pulse of the Forge to its owner's hand.
Before wars or weapons, there was anger.
Cast this spell only during combat on your turn.
Choose one —
• Creatures you control gain double strike until end of turn.
• Untap all creatures you control. After this phase, there is an additional combat phase.
Entwine (Choose both if you pay the entwine cost.)
Change the target of target spell with a single target.
"You might want to work on your aim."
Sacrifice an artifact: Target artifact gains indestructible until end of turn.
"I used to joke that he had been exiled for being too smart. Now I know why he never laughed."
—Glissa Sunseeker
Cast this spell only during the declare attackers step.
Attacking creatures you control get +X/+0 until end of turn, where X is the number of attacking creatures. Sacrifice those creatures at the beginning of the next end step.
Destroy target Equipment. If that Equipment was attached to a creature, Unforge deals 2 damage to that creature.
Compared to the fire of the forge, the strength of steel is nothing.
When this creature enters, sacrifice it unless you sacrifice an artifact.
It must eat its weight in metal daily, or its furnacelike belly will consume itself for lack of fuel.
Whenever you gain life, put that many +1/+1 counters on this creature.
Tel-Jilad's sworn protectors are the trolls, yet more fearsome protectors were created by the Tangle itself.
Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn.
A single seed unleashes a flurry of growth.
Whenever this creature attacks, put a +1/+1 counter on each attacking creature.
In the Tangle, bad is often followed by worse.
Defender (This creature can't attack.)
Protection from artifacts
Whenever an opponent casts an artifact spell, you may create a 1/1 green Insect creature token.
This creature enters with five +1/+1 counters on it.
Whenever an artifact enters, remove a +1/+1 counter from this creature.
You gain 6 life.
Gelfruit grows abundantly wherever Sylvok druids live, as if the Tangle knows that humans are not as hardy as the beasts or as nimble as the elves.
Destroy target artifact. It can't be regenerated.
"Ashes to ashes, rust to rust."
—Viridian shaman
Create a 3/3 green Beast creature token. Then if an opponent controls more creatures than you, return Pulse of the Tangle to its owner's hand.
Before predators or prey, there was life.
Choose one —
• Destroy target land.
• Search your library for a land card, put that card onto the battlefield, then shuffle.
Entwine (Choose both if you pay the entwine cost.)
Put two target artifacts on top of their owners' libraries.
From the Radix at the hub of the Tangle all the way out to the Edges of Forgetting, a Viridian elf's life is built around the temporary.
Whenever this creature attacks, tap all artifacts.
Wurms compete for nesting grounds near the Radix. The young who hatch closest have the best chance for survival.
Put two +1/+1 counters on target creature and two +1/+1 counters on another target creature.
Strange times make for strange allies.
Flash (You may cast this spell any time you could cast an instant.)
Reach (This creature can block creatures with flying.)
They're considered good luck by the elves they don't eat.
Each creature you control can't be blocked as long as defending player controls an artifact land.
In bringing life to Mirrodin, Memnarch was more successful than he knew—for Mirrodin began to take on a life of its own.
Protection from artifacts
"When the levelers come again, we shall be ready for them."
Whenever this creature becomes blocked by an artifact creature, this creature gets +3/+3 until end of turn.
Thanks to the wolves, Tel-Jilad is the one area of Mirrodin the myr don't see often.
, : Add one mana of any color.
"We have no sun to guide our dead, so I tend the prismatic flames of the spirit fires that show the souls their way. When I die, I hope there is one left to guide my spirit home."
, Sacrifice this creature: Destroy target artifact or enchantment.
"I will fight only the way nature intended—and nature intended us to win."
At the beginning of your upkeep, you may put a charge counter on this artifact.
: You may put a creature card with mana value equal to the number of charge counters on this artifact from your hand onto the battlefield.
Whenever a player casts a white spell, you may gain 1 life.
If taken, it cuts the hand that clutches it. If given, it heals the hand that holds it.
, , Sacrifice a land: Draw a card and put a charge counter on this artifact.
Remove three charge counters from this artifact: Draw a card.
It breaches not physical distances but temporal ones.
Modular 3 (This creature enters with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Break in case of emergency.
Trample
Whenever another artifact enters, put a +1/+1 counter on this creature.
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
At the beginning of your upkeep, you may move a +1/+1 counter from target creature onto this creature.
Modular 3 (This creature enters with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Haste
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
First strike
Modular 4 (This creature enters with four +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
At the beginning of your upkeep, put a +1/+1 counter on each creature you control with modular.
Modular 6 (This creature enters with six +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Sacrifice an artifact: Put a +1/+1 counter on this creature.
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Remove a +1/+1 counter from this creature: Put target artifact card from your graveyard on top of your library.
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Flying
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
The parts are as strong as the whole.
: Target artifact creature blocks this creature this turn if able.
: Target artifact creature can't block this creature this turn.
Everything in its path is either pushed aside or ground under.
Whenever an opponent casts a nonartifact spell, put a charge counter on this artifact.
Remove three charge counters from this artifact: This artifact becomes a 6/6 Construct artifact creature with trample until end of turn.
: Put a charge counter on target artifact.
Sacrifice this creature: Put two charge counters on target artifact.
It converts the faintest surges of power from Mirrodin's core into usable energy, providing endless power for Memnarch's creations on the surface.
Indestructible (Damage and effects that say "destroy" don't destroy this artifact.)
: This artifact becomes a 2/2 Beast artifact creature until end of turn.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
Artifacts you control have indestructible. (Effects that say "destroy" don't destroy them. Artifact creatures with indestructible can't be destroyed by damage.)
"Did it have this shape upon Mirrodin's creation, or did some inconceivable force shape the unshapable?"
—Pontifex, elder researcher
Flying
Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
The ultimate treasure is one that guards itself.
Indestructible (Effects that say "destroy" don't destroy this artifact.)
: Add one mana of any color.
Indestructible (Effects that say "destroy" don't destroy this artifact.)
, : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Indestructible (Effects that say "destroy" don't destroy this artifact.)
At the beginning of your upkeep, you may put a charge counter on this artifact.
When this artifact has twenty or more charge counters on it, you win the game.
Imprint — : Exile target creature card from your graveyard.
As long as a card exiled with this creature has flying, this creature has flying. The same is true for fear, first strike, double strike, haste, landwalk, protection, and trample.
Whenever a player casts a black spell, you may gain 1 life.
Its curve mimics the twists of life and death.
Whenever a player casts a red spell, you may gain 1 life.
Though no longer attached to the hand, it still holds its adversary in its grasp.
Flying
This creature has shroud as long as you control another artifact creature. (It can't be the target of spells or abilities.)
In close proximity, their magnetic energies merge and form a field of protection.
Affinity for Swamps (This spell costs less to cast for each Swamp you control.)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
The longer it skulks through the corrosive gases of Mephidross, the more it adopts their thirst for death.
Flying, trample
When this creature enters, you skip your next two turns.
When Mirrodin's varied civilizations developed ways to fight the levelers, Memnarch upped the stakes.