Destroy target green or white creature.
"I hope it's true that every snowflake is unique, because I never want to see one like this again. Now clean up that body."
—Thangbrand Gyrdsson, Kjeldoran patrol
At the beginning of your upkeep, choose one that hasn't been chosen —
• This enchantment deals 4 damage to any target and you gain 4 life.
• Target opponent discards two cards.
• Draw two cards.
• You lose the game.
Flying
At the beginning of each combat, any opponent may sacrifice a creature of their choice. If a player does, tap this creature and put a +1/+1 counter on it.
Each player mills X cards. For each creature card put into a graveyard this way, you create a tapped 2/2 black Zombie creature token. (To mill a card, a player puts the top card of their library into their graveyard.)
"Did you have a nice nap?"
—Liliana Vess
When this creature dies, return target creature card with mana value 2 or less from your graveyard to the battlefield.
Some vampires resorted to corpse trading after cathars burned their estates and drove them from their ancestral feeding grounds.
Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
"Give of yourself, for compleation awaits the cleansed."
—Nokar, priest of Sheoldred
Whenever this creature or another Vampire you control dies, you may pay . If you do, target player loses 2 life and you gain 2 life.
Each of Malakir's great families boasts a contingent of nulls appropriate to its rank in society.
First strike (This creature deals combat damage before creatures without first strike.)
Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.)
This creature gets +1/+0 as long as any player controls a white permanent.
A shadow to swallow the light.
Whenever a nontoken creature you control dies, this creature deals 1 damage to you and you draw a card.
No one welcomes his visit, yet all must grant him tribute.
Myojin of Night's Reach enters with a divinity counter on it if you cast it from your hand.
Myojin of Night's Reach has indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Night's Reach: Each opponent discards their hand.
Kicker (You may pay an additional as you cast this spell.)
Lifelink
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, if it was kicked, return target creature card from your graveyard to the battlefield.
Whenever this creature attacks, each opponent loses 1 life.
"You can't think your way out of this, Jace. Thought implies life, and life requires a pulse—music to a hunter's ears."
—Vraska
This spell costs less to cast if you've gained 3 or more life this turn.
Return up to two target creature cards from your graveyard to your hand.
"Drink from the vein? How provincial."
—Lord Duchorvin
Target opponent sacrifices a creature of their choice. You gain life equal to that creature's toughness.
"Secluded park. Dual puncture wounds. I told you these aren't random murders. Get the stakes ready."
—Rem Karolus, monster slayer
, Sacrifice a creature: You gain 1 life and draw a card.
Scions of the Markov line take particular pleasure in the perversion of humans' holy rituals.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When this creature enters, search your library for a card, put that card into your graveyard, then shuffle.
The dead are lonely in the crypt and always eager for company.
This artifact enters with three wish counters on it.
, , Remove a wish counter from this artifact: Search your library for a card, put it into your hand, then shuffle. An opponent gains control of this artifact. Activate only during your turn.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Haste (This creature can attack and as soon as it comes under your control.)
At the beginning of the end step, sacrifice this creature.
This spell costs less to cast if you control a creature with power 4 or greater.
Change the target of target spell or ability with a single target.
"Give them everything you've got . . . and some things you don't."
—Ral Zarek
Creatures you control gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Draw a card.
"We have to get out of the city, Djeru. All of us! Gather as many as you can."
—Samut, former Tah-crop initiate
Flying
Whenever this creature deals combat damage to a player, each player discards their hand, then draws seven cards.
"Yes, it's huge and strong and breathes fire. But we're smart!"
—Tadith the Wise, last words
At the beginning of your upkeep, if you control six or more lands, create a 5/5 red Dragon creature token with flying.
"This world will be ruled by its rightful sovereigns, not these hideous pretenders."
As long as there are two or more instant and/or sorcery cards in your graveyard, this creature gets +1/+0 and has haste. (It can attack and as soon as it comes under your control.)
Tolarians teach the theory of pyromancy. The Ghitu prefer applied research.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Players can't gain life.
"Don't excavate too far into those canyons. I promised your parents I'd return you in one piece."
—Tocasia
Target opponent gains control of target permanent you control.
"Such an adorable face!"
Flying
When this creature enters, you may search your library for an artifact card, exile it, then shuffle.
When this creature dies, you may put the exiled card into its owner's hand.
Flying
Whenever another nontoken Dragon you control enters, create a 5/5 red Dragon creature token with flying.
: Dragons you control get +1/+0 until end of turn.
First strike (This creature deals combat damage before creatures without first strike.)
Whenever an opponent casts a white or blue instant or sorcery spell, this creature deals 2 damage to that player.
Obliterating Bolt deals 4 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
In desperation, Pero called on his memory of a lightning storm that nearly killed his family. When he opened his eyes, only smoke and dust remained.
At the beginning of your upkeep, this creature deals 1 damage to you.
The might of an army with the restraint of a child.
Menace
When this creature enters, create two 1/1 black Rat creature tokens with "This token can't block."
At the beginning of your upkeep, you may sacrifice another creature. If you do, put a +1/+1 counter on this creature and exile the top card of your library. You may play that card this turn.
This creature can't be blocked by Humans.
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
"A responsible king walks among his subjects."
Changeling (This card is every creature type.)
Whenever an opponent casts a spell, you may put a +1/+1 counter on this creature.
The power of a waterfall. The fury of an avalanche. The intellect of a gale-force wind.
When this creature enters, it deals 2 damage to target player or planeswalker.
"I trained with the Ghitu, and I respect the fire as they do."
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
"The shortest path between two points is not always the safest."
—Tamina, district guide
When this creature enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever a creature you control with deathtouch deals combat damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)
"Come, Koma, and reclaim what you lost! Or does the great serpent fear a rematch?"
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever you cast a spell that targets this creature, draw a card.
"The bad news is the siege wall is gone. The good news I've got ideas for a new battering ram."
—Sergeant Ginnick
This creature enters with four +1/+1 counters on it.
: Put X +1/+1 counters on this creature, where X is its power.
Travelers' tales claim that hydras bite off their own heads to make themselves deadlier.
Whenever an opponent casts a blue or black spell, you may put a +1/+1 counter on this creature.
The more you struggle against its coils, the tighter they get.
Enchant creature
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura.
When you sacrifice this Aura, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
Whenever this creature attacks, put a +1/+1 counter on it.
Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
Target creature you control gets +X/+X until end of turn. Then it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
The shaman looked at the world through Ghalta's eyes and understood that everything else was his prey.
Whenever you cast a creature spell, create a 3/3 green Beast creature token.
Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control.
Landfall — Whenever a land you control enters, you gain 3 life.
Trample
Landfall — Whenever a land you control enters, create a 4/4 green Beast creature token.
"When the land is angry, so are they."
—Nissa Revane
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
"New growth applies a healing poultice to wounds long scabbed over."
Formidable — At the beginning of combat on your turn, if creatures you control have total power 8 or greater, target creature you control gains haste until end of turn. (It can attack and no matter when it came under your control.)
"The greatest honor is to feed Atarka."
Alliance — Whenever another creature you control enters, this creature gains deathtouch until end of turn. If this is the second time this ability has resolved this turn, all creatures you control gain deathtouch until end of turn.
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
You can spend mana of any type to cast creature spells.
Flash (You may cast this spell any time you could cast an instant.)
Reach (This creature can block creatures with flying.)
Whenever another non-Human creature you control enters, you may pay . When you do, put X +1/+1 counters on this creature.
Flying, vigilance, haste
Whenever Aurelia attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.
Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
, Sacrifice another creature: You gain life equal to the sacrificed creature's toughness.
, Sacrifice another creature: Exile target nonland permanent. Activate only if you have at least 10 life more than your starting life total.
Flying
When this creature enters, you gain 2 life and draw two cards.
All the aether charts in the world can't compete with the trained eye of a talented scout.
Each player sacrifices a creature or planeswalker of their choice. If you sacrificed a permanent this way, you may return another permanent card from your graveyard to your hand.
No one ever asked what was in Dina's concoctions, so long as they worked.
Flying
Double strike (This creature deals both first-strike and regular combat damage.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever you gain life, draw a card.
( can be paid with either or .)
If an instant or sorcery card would be put into a graveyard from anywhere, exile it instead.
"Once, my guild welcomed outsiders. Too many preyed on our generosity, mistaking it for weakness. No more."
Flying
Enigma Drake's power is equal to the number of instant and sorcery cards in your graveyard.
Many initiates believe it possesses secrets beyond imagining. Many have become meals trying to learn them.
Whenever another creature you control dies, draw a card if it was attacking. Otherwise, Garna deals 1 damage to each opponent.
Keldons live for the fervor of battle, as eager to receive scars as they are to give them.
First strike (This creature deals combat damage before creatures without first strike.)
Reach (This creature can block creatures with flying.)
At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
Flying
Whenever this creature becomes tapped, exile up to one target card from a graveyard and put a +1/+1 counter on this creature.
Sacrifice another creature: This creature gains indestructible until end of turn. Tap it.