Target player draws two cards and loses 2 life.
"It's always my brightest students who make the worst decisions."
—Shaile, Silverquill dean
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control."
"All are not equal—neither in life nor after death. Bontu's favorites will stand highest in eternity."
—Senifet, vizier of Bontu
Flying
, Pay 2 life: Target creature gets -1/-1 until end of turn.
Whenever you lose life, draw that many cards. (Damage causes loss of life.)
"You can sign, or you can spend your life imagining what might have been yours."
As an additional cost to cast this spell, sacrifice a creature.
Draw two cards.
The Skelle raise scorn poles in conquered villages—cursed totems of wood and bone that sap survivors of physical strength and the will to fight back.
Enchant creature
Enchanted creature gets +2/+2, has menace, and can't attack you or planeswalkers you control. (It can't be blocked except by two or more creatures.)
"Peace is a privilege you haven't earned."
—Tevesh Szat
Choose one —
• Abrade deals 3 damage to target creature.
• Destroy target artifact.
The desert is a voracious beast, devouring both flesh and stone.
Flying
: This creature deals 1 damage to target creature defending player controls. Activate only if this creature is attacking.
When a dragon attacks, there are no bystanders.
Blaze deals X damage to any target.
Fire never dies alone.
Dragon creatures you control get +3/+3.
"The dragon is a perfect marriage of power and the will to use it."
—Sarkhan Vol
Defender
When this creature dies, create a 2/2 red Dragon creature token with flying and ": This token gets +1/+0 until end of turn."
Dragon birth lairs are littered with treasure to entice the young from their eggs.
Flying
: This creature gets +1/+0 until end of turn.
"Those dragons grow fast. For a while they feed on squirrels and goblins and then suddenly you're missing a mammoth."
—Hurdek, Mazar mammoth trainer
Flying
Whenever this creature deals combat damage to a player, each player discards their hand, then draws seven cards.
"You'll bend to my will—with or without your precious sanity."
Whenever a creature you control with flying enters, it gains haste until end of turn.
Whenever a Dragon you control enters, it deals X damage to any target, where X is the number of Dragons you control.
Dragon spells you cast cost less to cast.
"We speak the dragons' language of flame and rage. They speak our language of fury and honor. Together we shall weave a tale of destruction without equal."
Flying
Whenever Drakuseth attacks, it deals 4 damage to any target and 3 damage to each of up to two other targets.
"Spread out, you idiots! Spread out!"
—Marsden, party leader, last words
Flying
Whenever this creature attacks, you may pay . If you do, it deals X damage to any target.
He marks his territory with fire and wrath, etching the mountainside with his charring breath.
When this creature enters, it deals 4 damage to target creature.
"For dim-witted, thick-skulled genetic mutants, they have pretty good aim."
—Sisay
Flying
: This creature gets +1/+0 until end of turn.
Baby dragons can't figure out humans—if they didn't want to be killed, why were they made of meat and treasure?
: Target creature gains haste until end of turn. (It can attack and this turn.)
Small words stoke large flames.
As long as you control a Dragon, this creature has flying.
"Only those who give the dragons the respect they deserve may bear our title."
Flying
When this creature enters, you may discard your hand and draw cards equal to the damage dealt to target opponent this turn.
It woke to find a vast world in need of a master.
Lightning Bolt deals 3 damage to any target.
The sparkmage shrieked, calling on the rage of the storms of his youth. To his surprise, the sky responded with a fierce energy he'd never thought to see again.
Add for each tapped land your opponents control.
The Quicksilver Sea hissed and bubbled at the indignity. The Vulshok shaman just smiled.
Flying
When this creature enters, create two Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
"Surely it won't notice if I take—"
—Theria the Sly, last words
As an additional cost to cast this spell, discard a card.
Draw two cards and create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
"Grab what you want and burn the rest. Leave nothing behind."
Flying
: This creature gets +1/+0 until end of turn.
"It's just playing with us, Marsden."
—Dafynne the Radiant, last words
Enchant creature
Enchanted creature gets +2/+2, has first strike, and can't attack you or planeswalkers you control.
"For all I have lost, for all who have fallen, I will render you to dust."
—Jared Carthalion
Whenever you cast a creature spell, draw a card.
"The tiniest mouse speaks louder to me than all the festival crowds on Tin Street."
Destroy target artifact, enchantment, or creature with flying.
"Fynn climbed the highest peak and waited, still and silent, until the falling snow had hidden him entirely. When the great eagle flew past, the hunter's aim was true."
—Saga of the Wisdom Seeker
When this creature enters, if you control another Elf, create a 1/1 green Elf Warrior creature token.
Call one, call them all.
Create a 1/1 green Elf Warrior creature token for each Elf you control.
"No elf can match a Tuskeri in combat. Why not charge?"
—Knorjolvin, Tuskeri raider
Other Elf creatures you control get +1/+1.
: Add for each Elf you control.
"The elves tend the forest, and the forest sustains the elves. My role is to ensure that the cycle continues."
When this creature enters, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
, Sacrifice a creature: Destroy target creature with flying.
The spires of Ravnica are no different from the tall trees of other planes. The elves navigate and protect them just the same.
When this creature enters, draw a card.
"From a tiny sprout, the greatest trees grow and flourish. May the seeds of your mind be equally fruitful."
Vigilance, trample, haste
When this creature enters, other creatures you control get +2/+2 and gain vigilance and trample until end of turn.
"Smash this city to pieces."
—Domri Rade
: Put a +1/+1 counter on target creature for each Elf you control.
Elves of the immaculate class weave flora into living creatures—sometimes to endorse an elite warrior, sometimes to create a breathing work of art.
If you control a Forest, rather than pay this spell's mana cost, you may have an opponent gain 3 life.
Target creature gets +4/+4 until end of turn.
When this creature enters, draw a card.
"If you only follow where the paths lead, you merely go where others have gone before you."
: Add .
As patient and generous as life, as harsh and merciless as nature.
: Add .
"Llanowar remembers the Ice Age, the Phyrexian Invasion, and the Rift Era. So long as we draw breath, we will ensure such disasters never threaten our world again."
Creatures you control get +3/+3 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Nature doesn't walk.
Target creature you control deals damage equal to its power to target creature you don't control.
A healthy felidar is voracious yet regal. A rabid felidar is nothing more than appetite lashed to frothing jaws.
Target creature you control deals damage equal to its power to target creature you don't control. If the creature you control has trample, excess damage is dealt to that creature's controller instead.
"Need a medic! And some stonemasons!"
—Wyllon, Drannith merchant
Return target card from your graveyard to your hand.
While the root remains, the tree yet lives.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
When this creature enters, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library in any order.
All creatures able to block this creature do so.
The safety of the village depends on the beast thinking with its stomach.
Whenever this creature becomes the target of a spell or ability an opponent controls, create a 1/1 green Elf Warrior creature token.
: This creature gets +4/+4 until end of turn.
Reach (This creature can block creatures with flying.)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Their arrows are tipped with basilisk eyes and fletched with cockatrice feathers.
Enchant creature
Enchanted creature gets +3/+3, has trample, and can't attack you or planeswalkers you control.
"Savagery is the birthright of every creature that draws breath—or wishes it could."
—Karador, Ghost Chieftain
Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
"Though you may leave this haven we have found, may our strength never leave you."
Equipped creature gets +6/+6.
Whenever equipped creature attacks, destroy target permanent.
Equip
Mirrodin's creator still lives, still shapes metal, and still commands world-shaking power.
Equipped creature gets +2/+0 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
: Attach this Equipment to target creature an opponent controls. Activate only as a sorcery.
The weapon wields the hand that holds it.
Equipped creature gets +10/+10 and loses flying.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"There's only one way to be sure it's really dead."
Equipped creature gets +3/+0.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
The only blow that matters is the killing blow.
Whenever this creature attacks or blocks, each player draws a card.
It wails of buried riches and the souls lost seeking them.
Equipped creature has first strike.
Whenever equipped creature attacks, create a 4/4 white Angel creature token with flying.
Equip
Equipped creature has vigilance. (Attacking doesn't cause it to tap.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's white.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste.
Equip
When wielded by a true believer, it matters little whether the sword is a relic or a replica.
Equipped creature gets +2/+1.
Equip
"Until this expedition is done, that blade is your guardian, your liberator, and your best friend all rolled into one."
—Yon Basrel, Oran-Rief survivalist