[+2]: Ugin deals 3 damage to any target.
[−X]: Exile each permanent with mana value X or less that's one or more colors.
[−10]: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.
Target player sacrifices an enchantment of their choice. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
"To survive, you must seize every opportunity."
—Daghatar the Adamant
Enchant creature
Enchanted creature gets +2/+2.
Enchanted creature has vigilance as long as you control a black or green permanent.
Flying
When this creature dies, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
"A tempest is coming. Turn your faces toward the wind!"
When this creature enters, you gain 3 life.
"We'll have time to put out the fires when those trapped within the ruins are safe."
Flying
"We do not hide from the dragons that pretend to rule the skies. If we did, the dragons would become our rulers, and our way of life would be lost."
Prevent all damage that would be dealt to you and permanents you control this turn by sources you don't control. If damage is prevented this way, you may have Channel Harm deal that much damage to target creature.
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control.
• Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control.
• Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
Vigilance
Daghatar enters with four +1/+1 counters on it.
: Move a +1/+1 counter from target creature onto a second target creature.
"Our victories will protect a thousand generations."
Vigilance
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
He has spent years training his eyes and ears to detect the subtle signs of a dragon's approach.
At the beginning of your end step, bolster X, where X is the number of tapped creatures you control. (Choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.)
"Dragons seek war. I bring it to them."
When this creature enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
Perfectly suited for life in the Shifting Wastes, the krushok is well protected by its horn, its hide, and its temper.
You gain 4 life. Bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
It seldom rains in Abzan lands. When it does, the khan marks the occasion by honoring the families of the fallen.
Flash (You may cast this spell any time you could cast an instant.)
Defender
When this creature enters, you may return another target creature you control to its owner's hand.
When this enchantment enters, it becomes an Aura with enchant creature. Manifest the top card of your library and attach this enchantment to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Enchanted creature has flying and lifelink.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, return target enchantment card from your graveyard to your hand.
Every action has a foreseen purpose.
Whenever this creature or another Warrior you control enters, you may exile target creature card from a graveyard. If you do, you gain 1 life.
"Those who died in battle deserve their rest."
Whenever a permanent you control is turned face up, you gain 1 life for each creature you control.
: Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast a noncreature spell, create a 1/1 white Monk creature token with prowess.
"Speak little. Do much."
Tap target creature.
Draw a card.
By studying dragon anatomy, Jeskai monks have learned how to locate clusters of nerves that will incapacitate even the mightiest dragons.
Return each creature card with mana value X or less from your graveyard to the battlefield. Exile those creatures at the beginning of your next upkeep. Exile Rally the Ancestors.
"The family is a tree, and in times of need, every branch can be a weapon."
—Daghatar the Adamant
Enchant creature
When this Aura enters, draw a card for each Aura you control that's attached to a creature.
Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.
Sandblast deals 5 damage to target attacking or blocking creature.
In the Shifting Wastes, more are killed by sand than by steel.
When this creature enters, choose one —
• Put a +1/+1 counter on this creature.
• Create a 1/1 white Spirit creature token with flying.
Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Ugin's magic reaches beyond the dragons. The clans have adapted it for war.
Lifelink
Instant and sorcery spells you control have lifelink.
: The next time you cast an instant or sorcery spell from your hand this turn, put that card into your hand instead of into your graveyard as it resolves.
Choose one —
• Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
• Destroy target creature with toughness 4 or greater.
"Every choice alters the path of fate."
—Sarkhan Vol
Whenever this creature deals combat damage to a player, if you control a blue or red permanent, you may discard a card. If you do, draw a card.
"Learn from your enemies, but do not tolerate them."
Flying
As long as this creature is attacking, defending player can't cast spells.
Dromoka's brood emerge from the dragon tempests covered with tough scales that protect them from most clan weapons and magic.
Flying
When this creature enters, choose one —
• Put a +1/+1 counter on this creature.
• Return target creature to its owner's hand.
When this enchantment enters, it becomes an Aura with enchant creature. Manifest the top card of your library and attach this enchantment to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Enchanted creature has flying and hexproof.
Draw three cards, then discard a card.
"Study the topography of your enemies, and you will have a map to victory."
—Shu Yun, the Silent Tempest
Choose one —
• Each player draws X cards.
• Each player mills X cards.
When this creature becomes the target of a spell or ability, sacrifice it.
"As the clans carved out their territories, we saw allies where the Mardu saw only obstacles."
—Yasova Dragonclaw
This creature can't be blocked as long as you control no other creatures.
When this creature deals combat damage to a player, exile it and the top card of your library in a face-down pile, shuffle that pile, then manifest those cards. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Enchant creature
Enchanted creature gets +2/+2.
Enchanted creature has flying as long as you control a red or white permanent.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature dies, draw a card.
"The one who conquers the mind is greater than the one who conquers the world."
Flying
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
"The lotus takes root where body and mind intersect. It blooms when body and mind become one."
This creature can't block and can't be blocked.
You may cast this card from your graveyard as long as you control a black or green permanent.
The currents of the Marang wash away both tracks and blood.
Flying
Whenever this creature deals combat damage to an opponent, target player mills four cards.
"The bells may one day ring as an anthem of our own end."
—Kyu, Sage-Eye mystic
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast a noncreature spell, target creature gains flying until end of turn.
"The quieter the skies, the calmer the mind."
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of your draw step, draw an additional card, then discard a card.
• Dragons — Spells your opponents cast that target you or a permanent you control cost more to cast.
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of your draw step, draw an additional card, then discard a card.
• Dragons — Spells your opponents cast that target you or a permanent you control cost more to cast.
Counter target multicolored spell.
"To defeat your enemies, you must remove their ability to make war against you."
Counter target spell unless its controller pays for each card in your graveyard.
"Every failure, every death only makes my strength greater."
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
Untap target creature.
Draw a card.
"Before you can open your third eye, you must prove you can open the first two."
: Add . Spend this mana only to cast artifact spells or activate abilities of artifacts.
, : Search your library for a card named Heart-Piercer Bow or Vial of Dragonfire, reveal it, put it into your hand, then shuffle.
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Return target nonland permanent you control and target nonland permanent you don't control to their owners' hands.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever this creature attacks, you may return target creature to its owner's hand if its power is less than this creature's power.
Exchange control of two target permanents that share a card type. (Artifact, creature, enchantment, land, and planeswalker are card types.)
"Show the enemy the true path, and the spirit will yearn to follow it."
—Houn, Jeskai elder
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast a noncreature spell, you may pay . If you do, target creature gains double strike until end of turn.
When this creature enters, mill two cards.
A skullkeeper is the first to arrive after the palace archers strike down intruders, probing their brains for choice bits of knowledge.
Return target creature to its owner's hand. You create a token that's a copy of that creature.
"Ice can be shaped to any form, even the whisper of a memory."
—Mytha, Temur shaman
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Take an extra turn after this one. Exile Temporal Trespass.
Few truly live in the moment.
Flying
Whenever this creature attacks, tap all creatures defending player controls.
: Put this card from exile onto the battlefield tapped. Activate only as a sorcery.
Put target attacking or blocking creature on top of its owner's library.
The maneuvers of the Abzan formation intrigued Ojutai in both their complexity and their futility.
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
The charm of a naga is undeniable.