Haunt (When this creature dies, exile it haunting target creature.)
When this creature enters or the creature it haunts dies, destroy target enchantment.
Flying
Haunt (When this creature dies, exile it haunting target creature.)
When this creature enters or the creature it haunts dies, create two 1/1 black Bat creature tokens with flying.
You gain 1 life for each player.
Haunt (When this spell card is put into a graveyard after resolving, exile it haunting target creature.)
When the creature this card haunts dies, you gain 1 life for each player.
, : Each creature with mana value X can't attack or block this turn.
" . . . and you must also apply for an application license, file documents 136(iv) and 22-C and -D in triplicate, pay all requisite fees, request a . . ."
: Target creature gets +1/+1 until end of turn.
"I thought of fate as an iron lattice, intricate but rigidly unchangeable. That was until some force bent fate's bars to spare my life."
—Ilromov, traveling storyteller
Exile each creature you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
"I watched its blade swing through me, but I was hollow, empty. I saw its face contort in rage but could not hear it snarl."
—Klattic, Boros legionnaire
Flying
Haunt (When this creature dies, exile it haunting target creature.)
When this creature enters or the creature it haunts dies, each other creature has base power and toughness 1/1 until end of turn.
Flash
Enchant creature
Creatures you control that are enchanted get +1/+1.
The soldier moved with fluid poise, his awareness extending far beyond five senses.
Flying
At the beginning of your upkeep, tap target creature.
Moon Market merchants sell a bottled scent to cutpurses and other criminals. Those doused in the liquid become "griffin bait."
If this card is in your opening hand, you may begin the game with it on the battlefield.
Creature tokens get +1/+1.
Where strength and humility converge.
Vigilance
: This creature gets +1/+2 until end of turn.
"Your signet is no symbol of power. It marks only your need for numbers to aid you. What do you do, guild-rat, now that you face my blade alone?"
, Sacrifice a creature: Target creature can't attack this turn.
Rakdos cultists hanged her for sport in the township square. Her ghost now stands vigil at what has become known as the Tree of Weeping.
Defender (This creature can't attack.)
As this creature enters, choose a color.
This creature has protection from the chosen color.
As stoic as the marble halls, as unblinking as the stars upon their shields.
Enchant creature
Enchanted creature has first strike.
: Enchanted creature gets +2/+2 until end of turn.
Shadow lances are crafted from harvested souls. The more wicked the sinner, the keener the blade.
Enchant creature
Enchanted creature has first strike.
: Enchanted creature gets +2/+2 until end of turn.
Shadow lances are crafted from harvested souls. The more wicked the sinner, the keener the blade.
Flying
When this creature enters, if was spent to cast it, target player discards a card.
Orzhov mage-sculptors bring their stone to life before they carve it. The shrieking begins as soon as the mouths are formed.
Enchant creature
Enchanted creature has ": This creature deals damage equal to its power to target attacking or blocking creature."
"Steel rusts. Arrows break. But righteousness is always strong, always sharp."
This creature has flying as long as it's enchanted.
"Of course I plan on going up. Kang here is the most trusted 'fin on the squad. Afraid? Me? No, I'm just . . . waiting for the right wind conditions."
Whenever an opponent casts a spell, that player sacrifices a permanent of their choice unless they pay .
His assistants calculate the amount of the tribute. He measures out the punishment for delinquency.
Create X 1/1 white Pegasus creature tokens with flying, where X is your life total.
"When you hear thunder on a cloudless day, take cover and brace for the coming of the storm herd."
—Skotov, Tin Street basket vendor
Untap all creatures you control.
Draw a card.
"The call came, spell-borne through mortar and stone to the ear of every soldier. The call came, and the advantage was ours."
—Lodusz, captain of the watch
Prevent the next 3 damage that would be dealt to any target this turn.
Draw a card.
"Defense is as much a part of war as offense, the shield as important a tool as the sword."
—Alovnek, Boros guildmage
Whenever this creature blocks a creature, you may return this creature to its owner's hand. If you do, you may put a creature card from your hand onto the battlefield blocking that creature.
Its fickle form holds hints of a thousand former identities.
When this creature enters, look at the top four cards of your library, then put them back in any order.
: Return this creature to its owner's hand.
"Surprise is a useless, untidy emotion—the plaything of goblins and fools."
, Sacrifice a creature: Discard a card, then draw a card.
Lurking below the current, she thirsts until others come to drink.
Counter target nonblue spell.
The chant was interrupted, the components cooked, and Zok worried that it was his brain he smelled smoking.
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Tap target permanent.
When this enchantment is put into a graveyard from the battlefield, draw three cards.
So wondrous to behold, so delicate and finely crafted—and yet, such a pleasure to smash.
Enchant creature
Creatures you control that are enchanted get +1/+1 and can't be blocked except by creatures with defender.
"In secrecy is strength. None can oppose one who cannot be found."
—Szadek
If this card is in your opening hand, you may begin the game with it on the battlefield.
All nonland permanents are legendary.
Where renown and solitude converge.
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Choose target permanent an opponent controls. Search that player's library for a card with the same name and put it onto the battlefield under your control. Then that player shuffles.
The next sorcery spell you cast this turn can be cast as though it had flash. (It can be cast any time you could cast an instant.)
Draw a card.
A skilled Izzet chronarch can carry out an epic vendetta between the fall of one hourglass grain and the next.
Return target nonland permanent with mana value X to its owner's hand.
Draw a card.
"Your deed cannot be undone. You, however, can be."
—Agosto, Azorius imperator
Counter target spell unless its controller pays .
Draw a card.
"Ever try to count hyperactive schoolchildren while someone shouts random numbers in your ear? It's like that."
—Geetra, frustrated mage
Flying
When this creature enters, target opponent gains control of all other permanents you control.
Would you trade the world for such a pet?
When this creature enters, if was spent to cast it, it deals 2 damage to any target.
Like many Izzet creations, weirds are based on wild contradictions yet somehow manage to work.
Flying
This creature can block only creatures with flying.
The "Days of Darkness" mark the stratozeppelids' annual migration, when for five days they blot out the sun and trumpet their passing.
Replicate (When you cast this spell, copy it for each time you paid its replicate cost.)
Create a 3/3 blue Weird creature token with defender and flying. Exile it at the beginning of the next end step.
The clouds grew thick, and then they grew teeth.
Replicate (When you cast this spell, copy it for each time you paid its replicate cost.)
Create a 3/3 blue Weird creature token with defender and flying. Exile it at the beginning of the next end step.
The clouds grew thick, and then the grew teeth.
Flying
: This creature gets +1/+0 until end of turn.
"Drakes? Bah! Things that breathe don't interest me. It breathes fire, you say? Well, that's a different story!"
—Zataz, Izzet clockwork artificer
Replicate (When you cast this spell, copy it for each time you paid its replicate cost.)
Draw a card.
"But then . . . oh, but . . . which means . . . which would lead to . . . exactly!"
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Return target creature to its owner's hand.
When this creature enters, exchange control of target land you control and target land an opponent controls.
"Fair? At what point in our negotiations did you convince yourself my goal was to be fair?"
Defender
Whenever this creature blocks a creature, tap that creature. That creature doesn't untap during its controller's next untap step.
Whenever an opponent discards a card, this creature gets +2/+2 and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
"I fear to keep an open mind, for there are those who would use it as a door to my soul."
—Voka Schlak, Mauzam Asylum inmate, diary
Exile target land.
"Looking out the great windows of Vitu-Ghazi at the foundry stacks belching their smoke to the sky, I wonder when the sky will take its vengeance."
—Heruj, Selesnya initiate
Exile target card from a graveyard.
Draw a card.
Cremation of the dead is not a religious ritual in Ravnica. It's a business designed to keep the Golgari from growing in numbers.
Target player discards a card.
Haunt (When this spell card is put into a graveyard after resolving, exile it haunting target creature.)
When the creature this card haunts dies, target player discards a card.
, Exile two creature cards from your graveyard: Target player discards a card. Activate only as a sorcery.
"Piece the tragic notes together and is it not a melody?"
—Teysa
Flying
This creature can't block.
The Simic use the claws as scalpels, while the Rakdos use them for tattooing and torture. The Gruul use them to pick their teeth after lunching on the rest of the carcass.
Douse in Gloom deals 2 damage to target creature and you gain 2 life.
Orzhov prisoners are steeped in a blackened brew that robs their souls of strength. Patriarchs drink that brew to extend their own lives.
Haunt (When this creature dies, exile it haunting target creature.)
When this creature enters or the creature it haunts dies, return target creature card from your graveyard to your hand.
Whenever a creature attacks you, its controller loses 1 life.
All that remains when the fog finishes are neat piles of polished bones, like acid-etched glass. Orzhov servants collect them to make altar chimes.
If this card is in your opening hand, you may begin the game with it on the battlefield.
If a card would be put into an opponent's graveyard from anywhere, exile it instead.
Where treachery and oblivion converge.
Enchant creature
Creatures you control that are enchanted get +1/+1.
If a creature you control that's enchanted would die, return it to its owner's hand instead.
Haunt (When this creature dies, exile it haunting target creature.)
When this creature enters or the creature it haunts dies, destroy target creature that was dealt damage this turn.
, : Tap target creature.
Orzhov churches don't pass the plate for collection. They charge for admission.
, Sacrifice a creature: Target creature gets -1/-1 until end of turn.
"Look at her, once filled with innocence. Death has a way of wringing away such . . . deficiencies."
—Savra
Whenever another creature enters, its controller loses 1 life.
Some claim it's a failed Simic experiment, others say a Golgari creation. Both guilds deny all responsibility, while secretly studying its strange virulence.
, : Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)
: Regenerate this creature.
"We mourn our dead. We shroud our dead. We bury our dead. Too often, it seems, we must kill our dead again."
—Grazda, veteran armorer