[+1]: Untap two target lands.
[−1]: Create a 3/3 green Beast creature token.
[−4]: Creatures you control get +3/+3 and gain trample until end of turn.
: This creature gets +2/+2 until end of turn. Activate only once each turn.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
: Regenerate this creature.
Defender (This creature can't attack.)
: Add .
Nature twists knots stronger than any rope.
Discard a card: This creature gets +1/+1 and becomes the color of your choice until end of turn.
It teaches you to play dead.
Whenever a Beast enters, you may draw a card.
"She is truly Wirewood's child now."
—Elvish refugee
Shroud (This creature can't be the target of spells or abilities.)
Fading 3 (This creature enters with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Sacrifice a Beast: You gain 4 life.
"All we know about the Krosan Forest we have learned from those few who made it out alive."
—Elvish refugee
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
At the beginning of your upkeep, return a green creature you control to its owner's hand.
The most violent and destructive storms in Femeref occur on cloudless days.
When this creature enters, destroy target artifact or enchantment.
An indrik's howl has destructive power much subtler than that of its crushing foot.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, you may search your library for a basic land card, reveal that card, put it into your hand, then shuffle. (Do this before you draw.)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Beneath the Tangle, the wurm tunnels stretch . . . wide as a stone's throw, long as forever, deep as you dare.
Enchant Forest
: Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land.
When enchanted Forest is put into a graveyard, you may return this card from your graveyard to your hand.
Target creature gets +3/+3 until end of turn.
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Hatred outlives the hateful.
Enchant creature
Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
Bulgo paused, puzzled. What was that rustling sound, and why did he feel so stiff? And how could his feet be so thirsty?
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Nature's secrets can be read on every tree, every branch, every leaf.
Enchant creature
Enchanted creature gets +3/+3.
When enchanted creature dies, create a 3/3 green Elephant creature token.
Nature's strength outlives the strong.
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.
This artifact enters with three arrowhead counters on it.
At the beginning of your upkeep, if there are no arrowhead counters on this artifact, sacrifice it.
, Remove an arrowhead counter from this artifact: Put a -1/-1 counter on target creature.
Draw three cards.
"Words lie. People lie. The land tells the truth."
Choose one —
• Untap all lands you control.
• Until end of turn, lands you control become 2/2 creatures that are still lands.
Entwine (Choose both if you pay the entwine cost.)
Create a 4/4 green Beast creature token.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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.
Windstorm deals X damage to each creature with flying.
"We don't like interlopers and thieves cluttering our skies."
—Dionus, elvish archdruid
This land enters tapped.
: Add .
Cycling (, Discard this card: Draw a card.)
This land enters tapped.
: Add .
: This land becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. (It can deal excess combat damage to the player or planeswalker it's attacking.)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
[+1]: Target player discards a card.
[−2]: Search your library for a card, then shuffle and put that card on top.
[−8]: Put all creature cards from all graveyards onto the battlefield under your control.
Whenever another creature dies, you may gain 1 life.
"The bones of allies grant wisdom. The bones of enemies grant strength. The bones of dragons grant life eternal."
, : Target player discards two cards. Activate only as a sorcery.
Channel — , Discard this card: Target player discards four cards. Activate only as a sorcery.
Flying (This creature can't be blocked except by creatures with flying or reach.)
: This creature gets +1/+0 until end of turn. Activate no more than twice each turn.
: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
"The dead make good soldiers. They can't disobey orders, never surrender, and don't stop fighting when a random body part falls off."
—Nevinyrral, Necromancer's Handbook
When this creature enters, target opponent discards a card.
Nothing is sacred to rats. Everything is simply another meal.
When this creature enters, each player sacrifices a creature of their choice.
Grixis is a world where the only things found in abundance are death and decay. Corpses, whole or in part, are the standard currency among necromancers and demons.
When this creature enters, you draw a card and you lose 1 life.
It takes no prisoners, but it keeps the choicest bits for Phyrexia.
, , Discard a card: Each other player loses 2 life. You gain life equal to the life lost this way.
"I have become a gourmet of sorts. Each soul has its own distinctive flavor. The art is in inviting the right company to the feast."
Defender (This creature can't attack.)
: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
"Graveyards are sacrilege! A waste of perfectly good bones."
—Keren-Dur, necromancer lord
Flying
Discard this card: Exile up to two target cards from graveyards.
The line between dream and death is gauzy and fragile. She leads those too near it from one side to the other.
Flying
When this creature enters, each player loses 3 life.
Villagers cloaked the town in magical silence, but their ears still bled.
Flying
When this creature enters, target creature gets -2/-2 until end of turn.
Her cold wail echoes in the alleys and under-eaves, finding the unfortunate and turning their blood to ice.
: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Swampcycling (, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
Flying
When this creature enters, create two 1/1 black Bat creature tokens with flying.
, Sacrifice a Bat: Create two 1/1 black Bat creature tokens with flying.
Sacrifice a Bat: Regenerate this creature.
Enchant Swamp
: Until end of turn, enchanted Swamp becomes a 2/2 black Spirit creature with ": This creature gets +1/+1 until end of turn." It's still a land.
When enchanted Swamp is put into a graveyard, you may return this card from your graveyard to your hand.
Black creatures get +1/+1.
Target player draws two cards and loses 2 life.
"You know I accept only one currency here, and yet you have sought me out. Why now do you hesitate?"
—Xathrid demon
Vicious Hunger deals 2 damage to target creature and you gain 2 life.
Only the most ravenous soul feeds on the health of the weak.
Target creature gets -3/-3 until end of turn.
Cycling (, Discard this card: Draw a card.)
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Destroy target nonblack creature. Its controller loses 2 life.
"A little dark magic won't stop me. The worse the curse, the better the prize."
—Radavi, Joraga relic hunter, last words
If you control a Swamp, you may pay 4 life rather than pay this spell's mana cost.
Destroy target nonblack creature. It can't be regenerated.
"The bigger they are, the faster they rot."
Tendrils of Corruption deals X damage to target creature and you gain X life, where X is the number of Swamps you control.
Darkness doesn't always send its minions to do its dirty work.
All creatures get -1/-1 until end of turn for each Swamp you control.
Liliana developed a fondness for the moment when roaring becomes squealing.
Put target creature card from a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
"Death is no excuse for disobedience."
—Liliana Vess
Corrupt deals damage to any target equal to the number of Swamps you control. You gain life equal to the damage dealt this way.
There are things beneath the murk for whom the bog is a stew, a thin broth in need of meat.
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, enchanted creature deals 1 damage to its owner.
This land enters tapped.
: Add .
Cycling (, Discard this card: Draw a card.)
(: Add .)