Flying
When Aerid Konstrari enters or dies, create a Heartwood token. (It's a red and green artifact with ": Add or .")
: Create a Heartwood token. Then Aerid Konstrari gets +X/+0 until end of turn, where X is the number of artifacts you control.
Landfall — Whenever a land you control enters, empower Jace 2. (Put two loyalty counters on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]: Surveil 1" and "[−3]: Draw a card.")
Planeswalkers you control have "[−10]: Put a +1/+1 counter on target creature for each land you control."
Lifelink
: Return this card from your graveyard to your hand.
He had failed his final exam, but his professor had kindly offered a way to make up the work.
Whenever you gain life, draw a card. This ability triggers only once each turn.
: Target creature gains trample and lifelink until end of turn.
"Proper medical assistance is hard to find. I suggest you grow your own."
—Karalgin, professor of phytomancy
Choose one —
• Creatures you control get +2/+0 until end of turn.
• Target creature gets +2/+0 and gains first strike until end of turn. Put a +1/+1 counter on it.
Deep in their hearts, the team believed what was left of Jace could still be reasoned with.
Choose target nonland permanent. Its owner may put it on top of their library. If they do, Clash of Elements deals 2 damage to them. If they didn't put the card on top of their library, they put it on the bottom.
"More fire? Is that your solution to everything?" one Chandra asked. "Works pretty well, doesn't it?" the other replied.
Trample
When this creature enters, choose two —
• This creature deals 4 damage to target creature or planeswalker.
• Create a 2/2 colorless Wizard Soldier creature token named Cadet.
• Draw a card.
Flash
Flying
Whenever you scry or surveil, put a +1/+1 counter on each creature you control.
Flying
At the beginning of combat on your turn, another target creature you control gets +1/+1 until end of turn. If you've scried or surveilled this turn, put a +1/+1 counter on that creature instead.
As realities merged, the futures she could read dwindled.
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Put a +1/+1 counter on target creature. You gain 1 life.
You may sacrifice a planeswalker. If you do, search your library for a planeswalker card, put it onto the battlefield, then shuffle.
"A spark is power and freedom. Use it better than I did," Jace's voice echoed to Tam.
Choose one —
• Draw a card. Empower Jace 2.
• Return target spell or creature to its owner's hand.
• Creatures you control get +1/+2 until end of turn.
Flying
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Create a 2/2 colorless Wizard Soldier creature token named Cadet. Surveil 1.
Flash
Enchant creature
Enchanted creature gets +1/+0 and has deathtouch.
When enchanted creature dies, return that card to the battlefield tapped under its owner's control.
Trample, haste
Whenever this creature deals combat damage to a player, draw two cards.
At the beginning of the end step, sacrifice this creature.
It's a contradiction in burns.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Return this card from your graveyard to the battlefield with a finality counter on it. Activate only if an opponent has been dealt noncombat damage this turn. (If a creature with a finality counter on it would die, exile it instead.)
Flying
Whenever a creature you control attacks, that creature deals 1 damage to each opponent.
: Create a 2/2 colorless Wizard Soldier creature token named Cadet. Then creatures you control gain haste until end of turn.
Choose one —
• Konstrari Charm deals 6 damage to target creature with flying.
• Put two +1/+1 counters on target creature. It gains trample until end of turn.
• Add .
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Create a Heartwood token. (It's a red and green artifact with ": Add or .")
Flying, vigilance, lifelink, ward
Whenever you gain life, create a colorless artifact token named Lotus with ", Sacrifice this token: Add three mana of any one color." This ability triggers only once each turn.
Flying
This creature has vigilance as long as you control a Jace planeswalker.
When this creature enters, it fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
When this creature enters, if you cast it, target opponent reveals their hand. You choose a nonland card from it. Exile that card.
Threshold — As long as there are seven or more cards in your graveyard, you may cast the exiled card, and mana of any type can be spent to cast that spell.
At the beginning of your upkeep, if this creature isn't prepared, it becomes prepared.
: Put target card from your graveyard on the bottom of your library.
Mill three cards. (Put the top three cards of your library into your graveyard.)
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, mill four cards. When you do, return target land card from your graveyard to the battlefield tapped. (To mill four cards, put the top four cards of your library into your graveyard.)
Whenever this creature or another creature you control enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
: Return this card from your graveyard to the battlefield with a finality counter on it. Activate only if you've scried or surveilled this turn. (If a creature with a finality counter on it would die, exile it instead.)
This creature enters prepared.
Whenever you scry or surveil, creatures you control get +1/+0 until end of turn. This ability triggers only once each turn.
Create a 2/2 colorless Wizard Soldier creature token named Cadet. Surveil 1.
Create two 2/2 colorless Wizard Soldier creature tokens named Cadet. If this spell was cast from a graveyard, put a +1/+1 counter on each of them for every three cards in your graveyard.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Whenever an opponent casts a spell with mana value 2 or less, you gain 2 life.
"I've seen hay fever hit harder than that!"
When this artifact enters, exile target nonland permanent an opponent controls with mana value 3 or less until this artifact leaves the battlefield.
, , Discard a legendary card: Draw a card.
Denied all tools of necromancy, Liliana endured her least favorite feeling: boredom.
Choose one —
• Stingerquill Charm deals 3 damage to any target.
• Target creature gains first strike and deathtouch until end of turn.
• Create a 2/2 colorless Wizard Soldier creature token named Cadet. It gains haste until end of turn.
At the beginning of your upkeep, if this creature isn't prepared, it becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Vicious Verse deals 1 damage to target opponent.
Stinging Vitriol deals 2 damage to target opponent. That player reveals their hand. You choose a nonland card from it. They discard that card.
"Confidence is relative. Bolster yours by breaking theirs."
—Ingris Stingerquill
Put a +1/+1 counter on up to one target creature. It gains vigilance until end of turn.
Empower Jace 4. (Put four loyalty counters on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]: Surveil 1" and "[−3]: Draw a card.")
Tam had offered to help and Vraska believed her.
When this creature enters, you may sacrifice a land. If you do, create two tapped Heartwood tokens. (They're red and green artifacts with ": Add or .")
Tap two untapped artifacts you control: Put two +1/+1 counters on this creature.
"Today, you will be learning material repurposing and adaptation. This will be on the test."
Choose one —
• Counter target noncreature spell unless its controller pays .
• Target creature gets -2/-2 until end of turn.
• Mill three cards, then draw a card. (To mill three cards, put the top three cards of your library into your graveyard.)
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Threshold — This creature gets +1/+0 and has flying as long as there are seven or more cards in your graveyard.
Mill three cards. (Put the top three cards of your library into your graveyard.)
Draw a card. If this spell wasn't cast from your hand, draw two cards instead.
Flashback—, Discard a card. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"She will rage and burn until her fuel is expended. It's almost sad to see me like this."
Destroy target nonland permanent. Put a +1/+1 counter on each creature target player controls.
"Josu's ashes choke you even now. You failed, while I will have our brother live forever," said one Liliana to the other.
Flying
When Uldaros Theorix enters, if you cast him, exile up to one target nonland card of each card type from your graveyard. Copy those cards. You may cast any number of spells with total mana value 6 or less from among the copies without paying their mana costs. (Permanent spells cast this way become tokens.)
Choose one —
• Target permanent you control gains hexproof and indestructible until end of turn.
• You draw a card and gain 3 life.
• Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Each creature you control with a +1/+1 counter on it has vigilance.
Put a +1/+1 counter on target creature. You gain 1 life.
Exile target creature or planeswalker. If that permanent's mana value was 3 or less, return it to the battlefield tapped under your control. Exile it at the beginning of the next end step.
As much as Liliana never wanted to see her opaline double again, she had always been loath to prematurely discard a useful tool.
When this Equipment enters, it deals 3 damage to any target and you gain 3 life.
Equipped creature gets +2/+1.
Equip . This ability costs less to activate for each +1/+1 counter on the creature it targets.
Whetted against grief. Wielded with vengeance.
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
As long as an opponent was dealt noncombat damage this turn, this creature has flying and haste.
Vicious Verse deals 1 damage to target opponent.
At the beginning of your upkeep, if this creature isn't prepared, it becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Create a Heartwood token. (It's a red and green artifact with ": Add or .")
: This creature gains flying until end of turn.
Whenever this creature attacks, exile up to one target card from a graveyard.
An eyeless guard of stone watches a forgotten annex of memory, granite feathers rustling in breezes no one thinks to remember.
Flying
When this creature enters, choose one —
• Destroy target noncreature, nonland permanent.
• You gain 4 life.
It ensures students leave the Folioplex with the correct notes, theories, and ponderings.
Whenever you cast a prepared spell, copy it. You may choose new targets for the copy.
, : Each creature you control becomes prepared. (Only creatures with prepare spells can become prepared.)
A font of knowledge for those able to read more than a page of hexed words.
When The Echoverse Fulcrum enters, draw a card, then discard a card.
, , Exile The Echoverse Fulcrum: Destroy all creatures. Activate only as a sorcery.
The tower transformed to fulfill its true purpose: as a catalyst to merge the old Multiverse with the new.
At the beginning of your upkeep, surveil 1. Then if there are seven or more cards in your graveyard, sacrifice this artifact, it deals 2 damage to each opponent, and you gain 2 life. (To surveil 1, look at the top card of your library. You may put it into your graveyard.)
All cadets wore the Eye. None discussed how it followed their every move.
When this creature enters, empower Jace 2. (Put two loyalty counters on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]: Surveil 1" and "[−3]: Draw a card.")
Late at night it searches for students congregating where they shouldn't be.
, Sacrifice this creature: Choose target creature or planeswalker an opponent controls. Its owner shuffles it into their library.
"Too many lives have been cut short, too many of their futures untold. I can rewrite them. I can give them a voice."
—The Theorist, Jace Beleren
Equipped creature gets +1/+0 and has flying and "Whenever this creature attacks, you gain 1 life."
Equip (: Attach to target creature you control. Equip only as a sorcery.)
An apothecary on wings.
: Add one mana of any color.
, , Discard a card: Draw a card.
Its pages surrender no words until the book has first read its prospective reader.
This land enters tapped unless you control a planeswalker.
: Add or .
"Our mobile greenhouse will never be deprived of energy again. It will always align itself to the sun's path."
—Vigorbloom and Konstrari joint project
This land enters tapped unless you control two or more other lands.
: Add or .
Jace remembered the island. The useless original, the inner refuge. He remembered how twice he found the strength to rebuild himself from nothing.
This land enters tapped unless you control a planeswalker.
: Add or .
Battlemages of Fatehold, the school of future history, sift through infinite potentials to write the future they desire.
This land enters tapped unless you control a planeswalker.
: Add or .
"The wood of the theater is shaped to capture reverberations, and the resulting sound is deafening!"
—Konstrari and Stingerquill joint project
: Add .
: This land becomes a copy of target creature you control until end of turn. The "legend rule" doesn't apply to permanents you control this turn.
The tunnels below Hexhaven murmur with ripples of first breaths.
This land enters tapped unless you control two or more other lands.
: Add or .
Jace remembered the mage-rings. The first time he touched another's mind. He remembered how powerful his own could be if he were willing to find his limits.