Rekindled Flame deals 4 damage to any target.
At the beginning of your upkeep, if an opponent has no cards in hand, you may return this card from your graveyard to your hand.
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Whenever this creature deals damage to a player, that player can't gain life for the rest of the game.
The Extinguisher's curse lasted long after her departure.
Haste
This creature has trample as long as it has a -1/-1 counter on 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.)
Gain control of target creature until end of turn. Untap that creature. It gets +X/+0 and gains haste until end of turn.
Frorn didn't want to be kept, but he didn't want to be thrown back either.
Sacrifice this creature: It deals damage equal to its power to target creature with flying.
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.)
Vivid — : For each color among permanents you control, add one mana of that color.
Beauty is a seed, waiting to blossom under her capable hands.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
"Last time, it tore up the Wilt-Leaf, turned Mistmeadow into a mudhole, and made the river jump its banks. On the bright side, we were eating venison for weeks."
—Donal Alloway, cenn of Kinscaer
Shroud (This enchantment can't be the target of spells or abilities.)
: Put X tower counters on this enchantment.
At the beginning of your upkeep, if there are 100 or more tower counters on this enchantment, you win the game.
When this creature enters, destroy target Island or Swamp an opponent controls.
When giants rise from their long slumbers, they rarely remember how fragile the waking world can be.
Target creature gets +4/+4 until end of turn.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Gackt came to regret keeping his pet toads on his head.
This creature doesn't untap during your untap step.
Whenever you cast a green spell, you may untap this creature.
Though Shadowmoor's monster-haunted wilds beckon, she never leaves her post.
Chroma — Reveal any number of cards in your hand. You gain 2 life for each green mana symbol in those cards' mana costs.
The boggarts gorged themselves until their bellies glowed.
Trample
Chroma — This creature's power and toughness are each equal to the number of green mana symbols in the mana costs of permanents you control.
When nature is backed into a corner, just like its children, it lashes out.
When this creature enters, draw a card for each green creature you control.
It rarely moves, standing stock still in its clearing. When it does stir, ravens stop their cawing and crickets their chirping. All of nature watches in awed silence.
Create a 3/3 green Beast creature token.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Some beasts are born not of a mother, but of magic.
: Target creature you control becomes the color or colors of your choice until end of turn.
After its encounter with the spriggan, the patrol was red with anger, green with envy, white with fear, and painfully black and blue.
Cast this spell only if you've cast another green spell this turn.
Trample
The safewright Talara protects a delicate woodland waterfall. She has vowed to send wave after wave of warriors to slay any who would dare disturb its beauty.
When this creature enters, you may return up to two target land cards from your graveyard to your hand.
He digs his roots into barren ground, searching for old seeds that never had the chance to sprout.
Wither (This deals damage to creatures in the form of -1/-1 counters.)
: This creature gets +2/+2 until end of turn. Activate only once each turn.
Righteous anger hones a humble soul.
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."
Prevent all combat damage that would be dealt this turn if was spent to cast this spell. Each player loses 1 life for each attacking creature they control if was spent to cast this spell. (Do both if was spent.)
Exile target card from a graveyard. Create a 1/1 white and black Spirit creature token with flying.
When a graveyard is full, the gwyllions rattle the tombs and unleash the spirits into the sky.
Flying
This creature enters with a -1/-1 counter on it.
"Only a knife left for a fortnight in the hollow of a ghastbark tree can inflict a wound so grave."
—Kithkin superstition
Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it 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.)
Other white creatures you control get +1/+1.
Other black creatures you control get +1/+1.
Whenever you cast a white spell, you may tap target creature.
Whenever you cast a black spell, you may destroy target creature if it's tapped.
Flying, lifelink
This creature gets +4/+4 as long as you have 25 or more life.
"She spoke of mystery and portent, of such unfathomable things that my mind screamed for pity."
—The Seer's Parables
Enchant creature
As long as enchanted creature is white, it gets +1/+2.
As long as enchanted creature is black, it gets +2/+1.
The divinity's patronage confers both wicked grace and graceful wickedness.
Flying
This creature gets +2/+2 for each Aura attached to it.
: Return this card from your graveyard to the battlefield. You may put an Aura card with mana value X or less from your hand onto the battlefield attached to it. If you don't, exile this creature.
When this creature enters, if you control two or more Plains, you may create a 1/1 white Kithkin Soldier creature token.
When this creature enters, if you control two or more Swamps, you may put a -1/-1 counter on target creature.
Wither (This deals damage to creatures in the form of -1/-1 counters.)
She speaks only in vile epithets, spitting out curses and obscenities that harm others just by the hearing.
Whenever you cast a spell that's both white and black, this creature has base power and toughness 4/4 until end of turn and gains flying until end of turn.
A mimic need only touch a being to learn its shape, but touching usually leads to mauling and messily eating.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Once your life and all your worldly possessions have been surrendered to her, a gwyllion can be surprisingly civilized.
Each player returns each creature card from their graveyard to the battlefield with an additional -1/-1 counter on it.
They found themselves alive again, still bearing their mortal wounds.
: This creature gets +3/+3 until end of turn.
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.)
Protection from white and from black
: This creature gains flying until end of turn.
: This creature gains first strike until end of turn.
: This creature gets +1/+0 until end of turn.
Exile target creature.
A gwyllion's favorite trap is the vanity mirror. A bewitched piece of glass traps the looker's soul and does away with the body.
Lifelink
This creature enters with four -1/-1 counters on it.
Whenever you cast a white spell, remove a -1/-1 counter from this creature.
Whenever you cast a black spell, remove a -1/-1 counter from this creature.
Create a 5/5 blue and red Elemental creature token with flying.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
It hears and answers every orison across Shadowmoor.
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.)
As long as enchanted creature is red, it gets +1/+1 and has haste.
, , Tap two untapped red creatures you control: This creature deals 3 damage to any target.
, , Untap two tapped blue creatures you control: Return target creature to its owner's hand. ( is the untap symbol.)
: Switch this creature's power and toughness until end of turn.
"Be happy when you see a puca shaped like mischief. It's far better than one shaped like death."
—Dindun of Kulrath Mine
Flying
At the beginning of your upkeep, you may gain control of target permanent until end of turn. If you do, untap it and it gains haste until end of turn.
"Nothing is truly your own. It is his, whether you know it or not."
—The Seer's Parables
Switch target creature's power and toughness until end of turn.
Draw a card.
Seyden's temperament didn't take well to the puca's magic. Nor did his face.
Other blue creatures you control get +1/+1.
Other red creatures you control get +1/+1.
: You may put a blue or red creature card from your hand onto the battlefield.
: Copy target instant or sorcery spell that targets you. You may choose new targets for the copy.
Even treefolk witches steer clear of the unpredictable woods near Glen Elendra. Spells refract off the glamer-polished trees and the eyes of lurking pucas.
This creature can't be blocked except by creatures with defender.
Noggles believe that they were the first race ever to walk Shadowmoor. They don't "steal." They just take back what's rightfully theirs.
When this creature enters, return a land you control to its owner's hand.
"It's always funny till someone gets hurt. Then it's hilarious."
When this creature enters, if you control two or more Islands, you may tap two target permanents.
When this creature enters, if you control two or more Mountains, you may have this creature deal 2 damage to target player or planeswalker.
When this creature enters, each player draws two cards, then discards a card at random.
Noggles live purely by what they can scavenge. There is not a single thing a noggle eats, wears, or uses that did not once belong to another.
When this creature enters, you may return target red sorcery card from your graveyard to your hand.
When this creature enters, you may return target blue instant card from your graveyard to your hand.
It loathes all tastes but two: spells and flesh.
Whenever you cast a spell that's both blue and red, this creature has base power and toughness 3/3 until end of turn and can't be blocked this turn.
Mimics don't hide their natural form well, but their disguises work well enough on boggarts.
This creature enters with four -1/-1 counters on it.
: Target creature can't block this creature this turn.
Whenever you cast a blue spell, remove a -1/-1 counter from this creature.
Whenever you cast a red spell, remove a -1/-1 counter from this creature.
: This creature gains flying until end of turn.
Like many who dwell in Shadowmoor now, he was robbed of his better half by the Aurora.
Creatures your opponents control get -1/-0 until end of turn if was spent to cast this spell, and creatures you control get +1/+0 until end of turn if was spent to cast this spell. (Do both if was spent.)
The scales of battle rarely balance.
As this creature enters, choose an opponent. This creature enters with a -1/-1 counter on it for each creature that player controls.
Once the hideous disease takes hold, it spreads through both bark and mind.
If was spent to cast this spell, you may have target creature get -3/-3 until end of turn. If was spent to cast this spell, you may have target creature get +3/+3 until end of turn. (Do both if was spent.)
Nothing warms the bark on a chilly day like a draught of elf.
Other black creatures you control get +1/+1.
Other green creatures you control get +1/+1.
At the beginning of your upkeep, you may create a 1/1 black and green Worm creature token.
Trample
This creature enters with two -1/-1 counters on it.
, Remove a -1/-1 counter from this creature: Regenerate this creature.
"His skin cuts swords."
—The Seer's Parables
When this creature enters, return to your hand the creature card in your graveyard with the greatest power. If two or more cards are tied for greatest power, you choose one of them.
Loose earth is not a burial but an appetizer.
Trample
At the beginning of your upkeep, sacrifice a creature. You gain life equal to that creature's toughness.
It eats and eats until the juiciest morsel it can find is itself.