First strike, vigilance
Menace, trample
Reach, lifelink
Ward—Pay 7 life.
Born of the infinite void between realities, the Eldrazi have one goal: to consume.
Other Cats you control get +1/+1.
Whenever Arahbo or another nontoken Cat you control enters, create a 1/1 white Cat creature token.
It's said all cats in the Multiverse trace their lineage back to him, from the meekest kitten to the mightiest lion.
Vigilance (Attacking doesn't cause this creature to tap.)
Whenever you attack with three or more creatures, put a +1/+1 counter on target creature you control.
The armasaur was skittish about the lanterns, until it noticed the captivating dance of its shadow along the walls.
When this creature enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Whenever you gain life for the first time during each of your turns, create a 1/1 white Cat creature token.
"Why so many? Because they need a home, just like I once did."
Flash (You may cast this spell any time you could cast an instant.)
When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn.
Equipped creature gets +2/+0 and has flying.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Affinity for Cats (This spell costs less to cast for each Cat you control.)
Creatures you control get +2/+2 until end of turn.
"I'm sure we can spare a little of today's catch for a hungry friend. Or two. Or five. Or . . . seven . . ."
—Lars, fisherman
Defender (This creature can't attack.)
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Prevent all noncombat damage that would be dealt to other creatures you control.
"Good as new!"
—Krek, daysquad captain
Whenever this creature attacks, creatures you control get +1/+1 until end of turn.
"Courage is not the absence of fear. Courage is choosing to face your fear, spit in its face, and refuse to let it hold you back."
Flying
Whenever another creature you control enters, you gain 1 life.
Her wings ripple with impossible colors—a sign that a miracle is on the way.
Kicker (You may pay an additional as you cast this spell.)
Target creature you control gains indestructible until end of turn. If this spell was kicked, instead any number of target creatures you control gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Flying
Whenever you gain life, put a +1/+1 counter on this creature.
Whenever you put one or more +1/+1 counters on this creature, draw a card. This ability triggers only once each turn.
"I will not rest until you know peace."
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
When this creature enters, put a +1/+1 counter on each of up to two other target creatures you control.
Cut and bruised from his climb to the summit, Zahr wept with relief when he saw the felidar's horns appear.
Put a +1/+1 counter on target creature. It gains flying until end of turn. Prevent all combat damage that would be dealt to it this turn.
On that fateful day, Sir Brilbury's fear of heights was outmatched by his sense of duty.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
When this creature enters, create two 3/3 white Knight creature tokens.
The fate of the kingdom is tied to her own. Until she's old enough to rule, her vassals will not leave her side.
When this creature enters, create a number of 1/1 white Rabbit creature tokens equal to the number of other creatures you control named Hare Apparent.
A deck can have any number of cards named Hare Apparent.
Most families have trees. His has an entire forest.
When this creature enters, draw a card.
"Ah, the conquering hero returns! What trials did you face, little one?"
—Basri Ket
Flash (You may cast this spell any time you could cast an instant.)
Flying
You can't lose the game and your opponents can't win the game.
"I am the light that breaks the darkness."
During your turn, this creature has first strike. (It deals combat damage before creatures without first strike.)
During your turn, creatures you control with +1/+1 counters on them have first strike.
As the line faltered, the thunder of hoofbeats heralded desperately needed aid.
Joust Through deals 3 damage to target attacking or blocking creature. You gain 1 life.
"Allow me to offer a counterpoint."
This spell costs less to cast if it targets a tapped creature.
Destroy target creature.
The monstrous bird swooped in for the kill, only to be met by a concentrated blast of pure, searing moonlight.
Vigilance (Attacking doesn't cause this creature to tap.)
When this creature enters, create a 1/1 white Cat creature token.
One day, the future king will protect a pride of his own. For now, he defends his family from the terror of the swishy tail.
Return all creature cards with mana value 2 or less from your graveyard to the battlefield.
At Strixhaven University, learning about the past means talking to those who were there.
Whenever another creature you control enters, put a +1/+1 counter on this creature.
As long as this creature has three or more +1/+1 counters on it, it has flying and is a Knight in addition to its other types.
Before Pashin could become the greatest skyknight in the kingdom, he'd have to survive his first flight.
: Look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Between the call of the bugler and the shrill squawk of her mount, not a soul slept through morning muster.
Kicker (You may pay an additional as you cast this spell.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
When this creature enters, if it was kicked, return target nonland permanent card with mana value 2 or less from your graveyard to the battlefield.
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
Whenever a nontoken, non-Angel creature you control dies, return that card to the battlefield under its owner's control with a +1/+1 counter on it. It has flying and is an Angel in addition to its other types.
"Welcome, worthy one."
Flying
Whenever you gain life for the first time each turn, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
She guides expedition parties through the perilous floating ruins of Zendikar's ancient empires.
This spell costs less to cast if you control a Wizard.
Draw three cards.
For years, the tome pulsed with forgotten spells and secrets, hungry for a mind strong enough to read it.
Instant and sorcery spells you cast cost less to cast.
Whenever you cast an instant or sorcery spell, draw a card.
He's so intent on his study that others think him frozen in place.
When this creature enters, return target creature an opponent controls to its owner's hand.
"You know how to swim, don't ya, chum?"
When this creature enters, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Threshold — This creature can't be blocked as long as there are seven or more cards in your graveyard.
Flying
Whenever you draw a card, put a +1/+1 counter on this creature.
Despite their advanced intellect, some aven never quite shake their instinctive need to collect shiny baubles.
This spell can't be countered.
Flying
When this creature enters, look at the top five cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
Vigilance, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever this creature deals combat damage to a player, put that many incubation counters on it.
Remove three incubation counters from this creature: Create a 2/2 blue Drake creature token with flying.
Flash (You may cast this spell any time you could cast an instant.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
"Mana is all around us, ready to take shape. We need only reach out and guide it."
Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
"Pretty baubles and gilded palaces may appeal to the egotist, but true wealth comes only through knowledge."
Create two 1/1 blue Faerie creature tokens with flying. When you do, tap target creature an opponent controls.
"A face full of pollen? That's probably the nicest thing a faerie will ever give you!"
—Calydd, kithkin farmer
Landfall — Whenever a land you control enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
"Oh, settle down. She just wants a hug."
—Kiora
Flash (You may cast this spell any time you could cast an instant.)
Flying
You may cast spells as though they had flash.
To the High Fae, spells that take a human years to master come as easily as breathing.
Whenever you draw your second card each turn, create a token that's a copy of this creature.
"That is why you triple-check all decimals when commissioning a new batch of homunculi!"
—Trigori, Azorius senator
Flying
When this creature enters, draw a card, then discard a card.
It surveys its domain on wings of ice, bringing misfortune to all who dare trespass.
Mill three cards, then return an instant or sorcery card from your graveyard to your hand.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
When seeking spiritual enlightenment, best to go directly to the source.
Whenever a creature you control deals combat damage to a player, put a loyalty counter on Kaito.
[+1]: Up to one target creature you control can't be blocked this turn. Draw a card, then discard a card.
[−2]: Create a 2/1 blue Ninja creature token.
[−9]: You get an emblem with "Whenever a player casts a spell, you create a 2/1 blue Ninja creature token."
When Kiora enters, draw two cards, then discard two cards.
Threshold — Whenever Kiora attacks, if there are seven or more cards in your graveyard, you may create Scion of the Deep, a legendary 8/8 blue Octopus creature token.
Draw a card for each different mana value among nonland permanents you control.
"The night sky is generous with its secrets. We need only learn its language."
Flying
Whenever you draw your second card each turn, create a 1/1 blue Faerie creature token with flying.
"Don't worry about where they're taking me. The more pressing question is, why aren't they taking you?"
Counter target spell. Draw a card, then discard a card.
"I said no!"
Defender
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
"If the giant, repelling wards aren't enough to keep out nosy visitors, the huge wall should help."
—Kastigan, reclusive runecaster
Flying
Raid — When this creature enters, if you attacked this turn, draw a card.
"It's a pirate's nature to be free of law. Gravity is no exception."
—Kari Zev, skyship captain
Flash (You may cast this spell any time you could cast an instant.)
Flying
Whenever this creature attacks, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to that card's mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Flying, vigilance (Attacking doesn't cause this creature to tap.)
, : Draw a card, then discard a card.
Wise. Watchful. Fashionable.
Target creature's owner puts it on their choice of the top or bottom of their library.
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
As his ship passed the waterlogged wrecks, Markos realized he wasn't the first person to try sailing out of the Underworld.
: Exile target creature card from a graveyard that was put there this turn. Create a token that's a copy of it, except it's a Nightmare in addition to its other types. Then exile all other Nightmare tokens you control.
"Till the soil, spare no soul. / Neath the darkness, nightmares grow."
—Children's nursery rhyme
As an additional cost to cast this spell, sacrifice a creature.
Flying
When this creature enters, each opponent discards a card and loses 2 life. You draw a card and gain 2 life.
Flying
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
Threshold — This creature gets +2/+1 as long as there are seven or more cards in your graveyard.
You may pay rather than pay this spell's mana cost if there are thirteen or more creatures on the battlefield.
Each player sacrifices thirteen creatures of their choice.
"A demonic pact is all fun and games until the bill comes due."
—Liliana Vess
Flying, deathtouch
Whenever an opponent loses life, you gain that much life. (Damage causes loss of life.)
"This town swims with such exquisite blood. I will take every drop for my own."
Menace (This creature can't be blocked except by two or more creatures.)
Threshold — Whenever this creature attacks, if there are seven or more cards in your graveyard, this creature gets +2/+0 until end of turn.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Raid — When this creature enters, if you attacked this turn, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.