Flash; convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Flying
When this creature enters, prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
Shadow (This creature can block or be blocked by only creatures with shadow.)
Sacrifice this creature: You gain 4 life. Activate only during your upkeep.
"If it would end this exile, my life is yours."
At the beginning of your upkeep, if you control no permanents other than this enchantment and have no cards in hand, you win the game.
"The only perfect world is an empty world, with no one to sin or wage war."
—Tarran, magus of the disk
Until your next turn, creatures can't attack you. Exile Chronomantic Escape with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Choose one —
• Remove two time counters from each permanent and each suspended card.
• Put two time counters on each permanent with a time counter on it and each suspended card.
Cast this spell only if you control fewer creatures than each opponent.
Create three 1/1 white Soldier creature tokens.
"They who fall singing the battle hymn of Benalia go not unavenged."
—Adom Capashen, Benalish commander
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature gets +0/+2.
The blessing adds both protection to the recipient and weightlessness to the stone.
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
At the beginning of your next upkeep, pay . If you don't, you lose the game.
Choose target attacking or blocking creature. Scry 3, then reveal the top card of your library. Judge Unworthy deals damage equal to that card's mana value to that creature.
Flying; flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When this creature dies, if it had no time counters on it, you may search your library for an enchantment card, put it onto the battlefield, then shuffle.
Creatures without flying can't attack.
"The spirits of the mythic ones ever circle their beloved keep, forbidding entry to all who come with the heavy tread of hate."
Creatures you control get +1/+1 and gain vigilance until end of turn.
Cycling (, Discard this card: Draw a card.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Whenever another creature enters, exile this creature. Return this creature to the battlefield under its owner's control at the beginning of the next end step.
, Sacrifice this creature: Prevent the next 1 damage that would be dealt to each creature you control this turn.
Samite alchemists extracted aromatic traces of healing minerals from the residue of the receding salt dunes.
The next creature card you play this turn can be played as though it had flash.
Draw a card.
"There is no tactic I enjoy more than ambushing the ambushers."
Shadow (This creature can block or be blocked by only creatures with shadow.)
Forecast — , Reveal this creature from your hand: Target creature gains shadow until end of turn. (Activate only during your upkeep and only once each turn.)
Flash
Flying
If an opponent would search a library, that player searches the top four cards of that library instead.
Enchant creature
Enchanted creature can't attack or block.
A fight put off forever is already won.
Enchant creature with another Aura attached to it
Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
, , Discard a card: Create a 1/1 white Kithkin Soldier creature token named Goldmeadow Harrier. It has ", : Tap target creature."
When this enchantment enters, if it's not a token, each of your teammates creates a token that's a copy of this enchantment.
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Flying
It is a herald of the sun goddess, projected from the hallowed glass whenever her light passes through.
Creatures you control get +0/+1.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Having conquered the Bastion of Suns, the Ota took its light for their own.
All Sliver creatures have absorb 1. (If a source would deal damage to a Sliver, prevent 1 of that damage.)
Its skin remains in a flowing, liquid state that keeps its body coated with potent restorative lymph.
Lifelink, protection from mana value 3 or greater
Doyo suspected the boggarts of brewing a plot against his crop, so he scythed away his grain to clear the sightlines.
: Prevent all damage that would be dealt to target creature this turn.
Grandeur — Discard another card named Oriss, Samite Guardian: Target player can't cast spells this turn, and creatures that player controls can't attack this turn.
If you've cast another white spell this turn, you may cast this spell without paying its mana cost.
Destroy all enchantments.
Lady Farisa's contempt of tawdry kitsch grew even more infamous after her death.
, : Return target Rebel permanent card with mana value 5 or less from your graveyard to the battlefield.
The Ramosian tradition is alive, but its namesake has long since been forgotten.
Flash (You may cast this spell any time you could cast an instant.)
When this creature enters, you gain protection from the color of your choice until end of turn. (You can't be targeted, dealt damage, or enchanted by anything of the chosen color.)
Flying
Sacrifice this creature: Return up to two target creatures to their owners' hands. Activate only during your upkeep.
"I have seen the future. It does not include you."
Flying
, , Discard a card: Create a 1/1 blue Faerie creature token named Cloud Sprite. It has flying and "This token can block only creatures with flying."
When this creature enters, scry 1, then scry 2, then scry 3. (To scry X, look at the top X cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Scry 4, then draw two cards.
Wind time's watch, and watch time unwind.
Shadow (This creature can block or be blocked by only creatures with shadow.)
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature gets +3/+3 and doesn't untap during its controller's untap step.
Flying
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, put two time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Play with the top card of your library revealed.
You may play lands and cast spells from the top of your library.
Those gifted with the sight have one eye in the present and the other in the future.
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Scry 3. (Look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Counter target spell.
At the beginning of your next upkeep, pay . If you don't, you lose the game.
Those who expect betrayal at every turn are seldom disappointed.
Return target permanent to its owner's hand. Exile Reality Strobe with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Enchant permanent
You control enchanted permanent.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Whenever this creature or another permanent is turned face up, you may scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Flash (You may cast this spell any time you could cast an instant.)
When Venser enters, return target spell or permanent to its owner's hand.
His marvels of artifice pale in comparison to the developing machinery of his mind.
Return target nonland permanent or suspended card to its owner's hand.
"Each reality is but the dream of another, and each sleeper a god unknowing."
Enchant creature
Enchanted creature has flying.
Aura swap (: Exchange this Aura with an Aura card in your hand.)
Nobles don wings to reach the sky villas of their peers, exchanging them for more fashionable attire upon arrival.
Defender, haste
: Draw a card, then discard a card.
A well-made homunculus grooms the mind of its master, pruning the thoughts that lead to madness. Few loredelvers survive the study of the infinite without one.
, : Return target creature with mana value X to its owner's hand.
Grandeur — Discard another card named Linessa, Zephyr Mage: Target player returns a creature they control to its owner's hand, then repeats this process for an artifact, an enchantment, and a land.
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Counter target spell unless its controller pays .
All Slivers have "When this permanent enters, you may fateseal 1." (To fateseal 1, its controller looks at the top card of an opponent's library, then they may put that card on the bottom of that library.)
Flying
When this card is put into your graveyard from your library, you may put it onto the battlefield.
It was created by the Iquati as a living memory—one that objects to being forgotten.
Counter target spell if no mana was spent to cast it.
"There is no shortcut to work done true and well. The Creators learned this to their sorrow, the first time they made the world."
—Githri the Prisoner
: This creature gains flying until end of turn.
, Sacrifice this creature: Draw a card.
"A horrible sight, yes, but the sounds . . . Its twanging tendons and grinding gears are almost musical."
—Brudiclad, Telchor engineer
Enchant creature
: Tap enchanted creature.
: Untap enchanted creature.
Vindr stormchasers believe that the same ancient forces that move the winds can also move mortal minds and hearts.
At the beginning of each opponent's upkeep, that player reveals the top card of their library. If it's a creature card, the player puts the card into their graveyard and this enchantment becomes a copy of that card. (If it does, it loses this ability.)
Enchant instant card in a graveyard
Whenever you cast a sorcery spell, copy the enchanted instant card. You may cast the copy without paying its mana cost. If you do, exile the enchanted card and attach this Aura to another instant card in a graveyard.
Put target creature on top of its owner's library, then fateseal 2. (To fateseal 2, look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)