Double target player's life total. Shuffle Beacon of Immortality into its owner's library.
The cave floods with light. A thousand rays shine forth and meld into one.
Destroy all creatures.
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Enchant creature
Enchanted creature has indestructible.
Whenever a creature enters, you may attach this Aura to that creature.
Target creature gets +1/+1 until end of turn. Untap that creature.
"Assume everything wants to kill you. At the very least, assume everything wants what's in your pack."
Enchant creature
Enchanted creature gets +2/+2, has vigilance, and can't attack you or planeswalkers you control.
"I prefer loyalty to be a matter of respect, not of magic. But one does what one must."
—Kaalia of the Vast
Return six target nonland permanents to their owners' hands.
The militia formed up in the central plaza awaiting the onslaught, but the giants never quite made it.
For each opponent, gain control of target permanent that player controls.
Centuries of association with the Sun Empire have taught the dinosaurs that shiny things are important.
Draw three cards.
"The treasure in my mind is greater than any worldly glory."
Other Merfolk creatures you control get +1/+1.
: Target Merfolk creature can't be blocked this turn.
"We are not an empire, and I am not a queen. But I speak with the shout of the rivers and the whisper of the clinging mist."
Enchant creature with mana value 2 or less
You control enchanted creature.
"Over time, Konda grew ever more suspicious, fearing even his most loyal allies were being manipulated by unseen hands."
—The History of Kamigawa
Target player takes an extra turn after this one.
Just when you thought you'd survived the first wave.
Return target creature to its owner's hand.
Not to be. That is the answer.
Enchant creature
Enchanted creature gets +2/+2, has flying, and can't attack you or planeswalkers you control.
"Soaring is wasted on the winged."
—Edric, Spymaster of Trest
Whenever you gain life, put a +1/+1 counter on this creature.
"Let the vampires join us. In this war, we no longer have the luxury of choosing our comrades."
—General Tazri, allied commander
Lifelink
Sins that would be too gruesome in the light of day are made more pleasing in the dark of night.
Target creature gets +1/+2 and gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
"Every Silumgar blade carries the blessing of our dragonlord."
—Xathi the Infallible
Destroy target nonblack creature.
The void is without substance but cuts like steel.
Each player sacrifices a creature of their choice.
Zombies mourn for the living and celebrate those who will soon be given the gift of death.
Flying
Whenever a creature you control deals combat damage to a player, put that many +1/+1 counters on it.
"Jarad fancies himself king of the undercity, but he's merely king of rot."
Target creature gets -3/-3 until end of turn. You may tap any number of untapped Vampire creatures you control. If you do, put a +1/+1 counter on each of those Vampires.
Flying
This creature can't block.
He listens to every heartbeat, deciding which one of hundreds he will stop.
Flying
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
"No emergency is so dire that it cannot be dealt with elegantly."
—Olivia Voldaren
: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate only as a sorcery.
As an additional cost to cast this spell, reveal a creature card from your hand.
Disaster Radius deals X damage to each creature your opponents control, where X is the revealed card's mana value.
For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn.
"You too, Squib?"
Target creature gets +2/+1 and gains trample until end of turn.
Scarecrows only go so far in sending the message to stay away.
Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it.
"It is the nature of souls that they burn more brightly together than apart."
—Vessifrus, flamekin demagogue
Enchant creature
Enchanted creature gets +2/+2, has first strike, and can't attack you or planeswalkers you control.
"Ruhan would never agree to such terms."
—Ruhan of the Fomori
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
"There's only one route from Kessig into Stensia. Unless you come with me."
Target creature gets +3/+3 until end of turn.
Until end of turn, target creature gets +3/+3 and gains trample and "Whenever this creature deals combat damage to a player, draw that many cards."
To be counted among the warriors of Setessa's Leina Tower, you must not fear death, only failure.
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Nature exists in balance: river and jungle, sky and sea, predator and prey.
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Trample
Whenever another nontoken creature you control enters, you may draw a card.
It's there when a seed sprouts, when gourds ripen on the vines, and when the reapers cut the grains under the Harvest Moon.
Enchant creature
Enchanted creature gets +3/+3, has trample, and can't attack you or planeswalkers you control.
"Savagery is the birthright of every creature that draws breath—or wishes it could."
—Karador, Ghost Chieftain
Defender (This creature can't attack.)
When this creature enters, draw a card.
Within silent clearings guarded by living palisades, the natural world guards its most precious secrets.
Lightning Helix deals 3 damage to any target and you gain 3 life.
Though less well-known than its army of soldiers, the Boros Legion's mage-priests are as respected by the innocent as they are hated by the ghosts of the guilty.
Destroy target creature or enchantment.
Many who cross Sorin's path come down with a sudden and fatal case of being-in-the-way-of-a-millennia-old-vampire.
Until end of turn, creatures you control get +1/+1 and creatures your opponents control get -1/-1.
"Rejoice! Your vile blood will help fulfill our righteous cause."
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Other creatures you control of the chosen type get +1/+1.
: Add .
, : Add one mana of any color.
It bends not light but mana, aligning its chaotic currents into the sharp angles necessary for the mystic's purposes.
, : You may put a creature card from your hand onto the battlefield.
Those who examine the amulet too closely have been known to become part of its ornate carvings.
This land enters tapped.
: Add , , or .
It's said the spirits of the drowned dead hang their lights from the shattered figureheads.
This land enters tapped.
: Add , , or .
The people of the Sun Empire worship the sun in three aspects: the creative sun, the sustaining sun, and the destructive sun.
: Add .
: Add or . Activate only if you control a Swamp.