Destroy target land. You gain 2 life.
Trows have learned that it's not wise to eat cinders without a bucket or two of water nearby.
Enchant creature
As long as enchanted creature is black, it gets +1/+1 and has deathtouch. (Any amount of damage it deals to a creature is enough to destroy that creature.)
As long as enchanted creature is green, it gets +1/+1 and all creatures able to block it do so.
When this creature enters, if you control two or more Swamps, you may have target player discard a card.
When this creature enters, if you control two or more Forests, you may put target card from your graveyard on top of your library.
This creature enters with four -1/-1 counters on it.
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Whenever you cast a black spell, remove a -1/-1 counter from this creature.
Whenever you cast a green spell, remove a -1/-1 counter from this creature.
: Regenerate this creature.
Trows are the vile trolls that lurk in the bogs of Shadowmoor. They reappear each night to frighten the living and gnaw the dead.
, Remove a -1/-1 counter from a creature you control: This creature gets +3/+3 until end of turn.
While it's true that a quillspike does heal the sick, it's just because it finds them tastier that way.
Wither (This deals damage to creatures in the form of -1/-1 counters.)
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.)
Indestructible
Whenever Sapling of Colfenor attacks, reveal the top card of your library. If it's a creature card, you gain life equal to that card's toughness, lose life equal to its power, then put it into your hand.
Her plans may yet bear fruit.
Swampwalk, forestwalk (This creature can't be blocked as long as defending player controls a Swamp or a Forest.)
Her hunt is silent until a bone snaps or flesh tears. Her victims never know to scream.
Whenever you cast a spell that's both black and green, this creature has base power and toughness 4/5 until end of turn and gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)
A mimic's disguise fools its victims just long enough to draw them within range of its venomous tentacles.
Create a 1/1 black and green Worm creature token for each land card in your graveyard.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Other red creatures you control get +1/+1.
Other white creatures you control get +1/+1.
Whenever you cast a red spell, this creature deals 3 damage to target player or planeswalker.
Whenever you cast a white spell, you gain 3 life.
Whenever you cast a spell that's both red and white, this creature has base power and toughness 4/2 until end of turn and gains first strike until end of turn.
Mimics don't need perfect disguises. They need only the perfect victims: the naive, the young, or the poor of sight.
First strike
This creature enters with four -1/-1 counters on it.
Whenever you cast a red spell, remove a -1/-1 counter from this creature.
Whenever you cast a white spell, remove a -1/-1 counter from this creature.
Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
"When in doubt, kill 'em twice."
Sacrifice this creature: It deals 1 damage to target attacking or blocking creature.
Some duergars dismiss the world above as a fable. They react violently when their comfortable illusions are dispelled.
When this creature enters, if you control two or more Mountains, you may destroy target artifact.
When this creature enters, if you control two or more Plains, you may destroy target enchantment.
, : Attacking creatures get +1/+0 until end of turn. ( is the untap symbol.)
Duergars are prodigious workers with long memories. Some still fulfill intricately detailed orders given decades, if not centuries, before.
: This creature becomes a Kithkin Spirit with base power and toughness 2/2.
: If this creature is a Spirit, it becomes a Kithkin Spirit Warrior with base power and toughness 4/4.
: If this creature is a Warrior, it becomes a Kithkin Spirit Warrior Avatar with base power and toughness 8/8, flying, and first strike.
Fire at Will deals 3 damage divided as you choose among one, two, or three target attacking or blocking creatures.
"Make these shots count. The more foes we drop now, the fewer we'll have trying to kill us later."
Double strike
Hobgoblins are best left alone. They sharpen their farm implements far more than is necessary for their work in the fields.
Flying, first strike
The faeries snickered at first. A common hob in Oona's skies? But his lance ended their mockery, and now the sound of a cicada's wings brings a shudder to the faerie heart.
Target player can't play lands this turn if was spent to cast this spell and can't cast creature spells this turn if was spent to cast this spell. (Do both if was spent.)
Flying
Attacking creatures you control get +2/+0.
"A great siege is a banquet to him; a long and terrible battle, the most exquisite delicacy."
—The Seer's Parables
When this enchantment enters, you may pay . If you do, create X 1/1 red and white Goblin Soldier creature tokens.
: Red creatures and white creatures you control gain first strike until end of turn.
A river even the merrow dare not cross.
Enchant creature
As long as enchanted creature is red, it gets +1/+1 and has ": This creature gets +1/+0 until end of turn."
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
Whenever this creature is dealt damage, it deals that much damage to any target.
"I knew a creature carved from a dream of wild freedom. Any attempt to leash or exploit it failed, and at terrible cost."
—Ashling
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature deals combat damage to a player, you may draw that many cards.
She follows the old tributaries built when merrows still shaped the tides.
Whenever you cast a green spell, you may create a 2/2 green Wolf creature token.
Whenever you cast a blue spell, you may create a 1/1 blue Bird creature token with flying.
The forest grew fangs. The sky spread its wings.
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and has vigilance.
As long as enchanted creature is blue, it gets +1/+1 and has flying.
Enlightenment is the mundane seen from the vantage point of the divine.
, : Double the number of each kind of counter on target permanent. ( is the untap symbol.)
Do the glowing trinkets show it the way home, or do they set a twisted path for someone else to follow?
, Sacrifice this creature: Put target card from a graveyard on the bottom of its owner's library.
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.)
: This creature gets +1/+3 and gains flying until end of turn. Activate only once each turn and only if an opponent controls a creature with flying.
Endry was determined to teach his groundlings a few winged-faerie tricks.
Creatures your opponents control lose flying until end of turn if was spent to cast this spell, and creatures you control gain flying until end of turn if was spent to cast this spell. (Do both if was spent.)
Other green creatures you control get +1/+1.
Other blue creatures you control get +1/+1.
Untap all green and/or blue creatures you control during each other player's untap step.
Overbeing of Myth's power and toughness are each equal to the number of cards in your hand.
At the beginning of your draw step, draw an additional card.
"She walks among us unseen, learning from our imperfections."
—The Seer's Parables
When this creature enters, if you control two or more Forests, you may gain 3 life.
When this creature enters, if you control two or more Islands, you may return target tapped creature to its owner's hand.
Whenever you cast a spell that's both green and blue, this creature has base power and toughness 5/3 until end of turn and gains trample until end of turn.
The Aurora replaced the changelings' innocence with malice and their curiosity with hunger.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Bogles are very tasty if you can get the skin off. It's getting a blade on them that's the problem.
Until end of turn, target creature loses all abilities and becomes a green Snake with base power and toughness 1/1.
Draw a card.
Losing his possessions distressed him, but the lack of limbs was strangely liberating.
Create a token that's a copy of target creature.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Spitting is the customary greeting between a creature and its magical impostor.
This creature enters with four -1/-1 counters on it.
: This creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
Whenever you cast a green spell, remove a -1/-1 counter from this creature.
Whenever you cast a blue spell, remove a -1/-1 counter from this creature.
Flash
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.)
Travelers in these waters leave a bit of themselves behind.
When this creature enters, draw a card.
Selkies call to a sea they never swam, in a tongue they never spoke, with a song they never learned.
Trample
Altar Golem's power and toughness are each equal to the number of creatures on the battlefield.
This creature doesn't untap during your untap step.
Tap five untapped creatures you control: Untap this creature.
: Target white creature 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.)
Every skull has a tale to tell, and a skulkin is many dire tales cobbled together.
: Target black creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)
"Everything falls apart. But living things fall apart in the most fascinating ways."
—Mowagh the Gwyllion
: Target green creature gets +1/+1 until end of turn.
It hunts with the memory of a long lost herd.
: Target red creature gains haste until end of turn.
"Ah, skull of shrew—a very potent substance. In powdered form, it gives thrice the zing of noggle hoof pulp."
—Boghald, Barrenton medic
Whenever you cast a spell, equipped creature gets +2/+2 until end of turn.
Equip
The banner was not a symbol of victory, but a herald of the carnage to come.
, Sacrifice a Scarecrow: Draw a card.
, : Return target artifact creature card from your graveyard to the battlefield.
Her poppets bring joy to the truly depraved.
: Target blue creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
Skulkins confer strange benefits on unsuspecting patrons.
Each opponent who controls more creatures than you can't cast creature spells. The same is true for artifacts and enchantments.
Each opponent who controls more lands than you can't play lands.
Mages dare not attempt magic in its grotesque presence.
: Add .
, : Add , , or .
Travelers bathe in the falls to wash away curses from the pucas who lurk nearby.
: Add .
, : Add , , or .
"Do not linger in such places, child. There the gwyllions dance. If they find you, you will join in their revels for eternity."
—Talara, elvish safewright
: Add .
, : Add , , or .
At full moon, the river seeps over its banks and crawls through the woods like a blanket of serpents.
: Add .
, : Add , , or .
Hobs bury their kin far from home. They believe the dry, open ground keeps hags from stealing the bones and gwyllions from stealing the spirits.
: Add .
, : Create a 0/1 white Goat creature token.
, Sacrifice X Goats: Add X mana of any one color. You gain X life.
: Add .
, : Add , , or .
As their roots soaked in a weak tea of bogwater and decay, the trees absorbed the essence of death into their living tissue.