(: Add or .)
This land enters tapped.
Cycling (, Discard this card: Draw a card.)
Life is nothing more than decay postponed.
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
Shadowmoor contains many such places: not evil, not malevolent, but pulsing with something bitter and eldritch.
Whenever you draw a card, you may put a hoofprint counter on this enchantment.
, Remove four hoofprint counters from this enchantment: Create a 4/4 white Elemental creature token with flying. Activate only during your turn.
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Each player who controls a creature with power 4 or greater draws a card. Then destroy all creatures.
When the gods go to war, mortals pay the highest price.
Flying
When this creature enters, draw two cards.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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.)
When this creature leaves the battlefield, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Flying
Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control.
Cycling (, Discard this card: Draw a card.)
Put X -1/-1 counters on each creature. Shuffle Black Sun's Zenith into its owner's library.
"Under the suns, Mirrodin kneels and begs us for perfection."
—Geth, Lord of the Vault
Flying
This creature enters with two -1/-1 counters on it.
, Remove a -1/-1 counter from this creature: Put a -1/-1 counter on each other creature.
Every contagion has a host.
Whenever this creature attacks or blocks, put a -1/-1 counter on it.
When this creature dies, draw a card for each -1/-1 counter on it.
They spawn from shadow, wreaking chaos until shadow claims them again.
Deathtouch
Whenever this creature enters or attacks, create two 2/2 black Zombie creature tokens.
Death in form and function.
Choose a creature type. Return up to two creature cards of that type from your graveyard to the battlefield. If this spell was foretold, return all creature cards of that type from your graveyard to the battlefield instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Put a -1/-1 counter on target creature, two -1/-1 counters on another target creature, and three -1/-1 counters on a third target creature.
Shadowmoor's main crops are rot, slime, and despair.
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.
[+2]: Put a -1/-1 counter on up to one target creature.
[−3]: Destroy target creature with a -1/-1 counter on it.
[−10]: Return all creature cards from your graveyard to the battlefield.
Menace
Creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.)
Whenever a creature an opponent controls dies, if its toughness was less than 1, draw a card.
"'Did I do it?' You'll have to be more specific."
Wither (This deals damage to creatures in the form of -1/-1 counters.)
At the beginning of your upkeep, put a -1/-1 counter on each nonblack creature.
Many have heard the beginning of its low, sustained shriek but few the end.
You draw two cards and lose 2 life.
"I have seen things that would reduce a weaker person to blubbering and raving. Want to hear about them?"
—Vraska
Converge — You draw X cards and lose X life, where X is the number of colors of mana spent to cast this spell.
As the Eldrazi spread, no secret that could give Zendikar's defenders an advantage was considered too dangerous to seek.
Return target nonlegendary creature card from your graveyard to the battlefield with a -1/-1 counter on it.
In the tight-knit doun of Mistmeadow, death is less important than duty.
Flying
When this creature enters, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
When this creature enters, destroy target nonartifact, nonblack creature.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
When this creature enters, put three -1/-1 counters on target creature.
"Your creations are effective, Sheoldred, but we must unite the flesh, not merely flay it."
—Elesh Norn, Grand Cenobite
When this creature enters, put a -1/-1 counter on each creature.
They once sought to unite with the flame of transcendence. Now they seek only to extinguish the lights of others.
Compleated ( can be paid with or 2 life. If life was paid, this planeswalker enters with two fewer loyalty counters.)
[0]: You draw a card and lose 1 life. Proliferate.
[−2]: Target creature becomes a Treasure artifact with ", Sacrifice this artifact: Add one mana of any color" and loses all other card types and abilities.
[−9]: If target player has fewer than nine poison counters, they get a number of poison counters equal to the difference.
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
Choose one —
• Cathartic Pyre deals 3 damage to target creature or planeswalker.
• Discard up to two cards, then draw that many cards.
"Leave behind the sorrow of this body. Be blessed, being of light."
As an additional cost to cast this spell, discard two cards.
Draw three cards.
The soldier had given up his wealth, his title, even his home, but he had no room for regret. At last, he had saved his friend.
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
"We train for the improbable, like lightning striking the same place twice, or striking everywhere at once."
—Nundari, Sea Gate militia captain
Whenever one or more creatures you control deal combat damage to a player, you may sacrifice one of them. If you do, reveal cards from the top of your library until you reveal a creature card that shares a creature type with the sacrificed creature. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Other Elemental creatures you control get +1/+1.
, : You may put an Elemental creature card from your hand onto the battlefield. That creature gains haste until end of turn. Sacrifice it at the beginning of the next end step.
When this creature enters, destroy target artifact.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Elementals are ideas given form. This one is the idea of "smashitude."
: Add two mana in any combination of colors. Spend this mana only to cast Elemental spells or activate abilities of Elementals.
"Be silent and listen to your inner fire. Only then can you walk the Path of Flame."
Enchant land
When this Aura enters, draw a card.
Enchanted land has ": Add one mana of any color."
When this creature enters, create a 0/1 green Plant creature token for each land you control.
Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.
When this creature enters, destroy all artifacts and enchantments. Put a +1/+1 counter on this creature for each permanent destroyed this way.
It sees shaped stone and carved wood as mutilations.
Reach
When this creature enters, reveal the top five cards of your library. Put a land card from among them onto the battlefield and the rest into your graveyard.
When this creature dies, you may exile it. If you do, put another target card from your graveyard on top of your library.
When this creature enters, put three -1/-1 counters on target creature you control.
, Remove a -1/-1 counter from this creature: Add one mana of any color.
Whenever a creature you control enters, you may look at the top X cards of your library, where X is that creature's power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order.
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 .
Put a -1/-1 counter on this creature: Untap this creature.
"Mana lurks in all things, even in the depths of one's own heart."
Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
"To care for yourself, cultivate the world. To care for the world, cultivate yourself."
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
The true strength of nature is not the raging storm or the charging rhino, but the inexorable vitality of life.
Whenever a -1/-1 counter is put on a creature, you may create a 1/1 green Elf Warrior creature token.
Many horrors take the bait of brave elf volunteers walking alone, only to fall to the blades of rescuers lurking nearby.
When this creature enters, you may destroy target artifact or enchantment.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
The castle finally got vengeance for enduring years of royally bad taste.
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
When this creature enters, you may return target card from your graveyard to your hand.
When this creature dies, you may exile it. If you do, return target card from your graveyard to your hand.
Draw three cards.
"Animals commune with their environment without the need for language. Theirs is a fundamental connection that surpasses flimsy words."
—Vivien Reid
Choose a creature type. Reveal cards from the top of your library until you reveal X creature cards of the chosen type, where X is the number of creatures you control of that type. Put those cards onto the battlefield, then shuffle the rest of the revealed cards into your library.
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.
"The land grows only where the kami will it."
—Dosan the Falling Leaf
Changeling (This card is every creature type.)
As this creature enters, choose a creature type.
You may look at the top card of your library any time.
You may cast creature spells of the chosen type from the top of your library.
Choose one —
• Draw cards equal to the greatest power among non-Human creatures you control.
• Non-Human creatures you control get +3/+3 until end of turn.
"The curse is broken."
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Reach, trample
When this creature enters, choose two —
• Destroy target artifact or enchantment.
• Target player gains 5 life.
• Create a 4/4 green Rhino Warrior creature token.
• Put a shield counter on a creature you control.
This creature enters with a -1/-1 counter on it.
, Remove a -1/-1 counter from this creature: Destroy target artifact or enchantment.
"Living scarecrows make a mockery of the natural order. Dead ones make fine hats."
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
"Not just any floriculturist can grow this caliber of nightbloom. We're looking for a rooftop hothouse with quite particular conditions."
—Dr. A of the Foundway Associates
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target nonland permanent an opponent controls.
II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle.
III — Creatures you control gain deathtouch until end of turn.