When this creature enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
The cause of each death was clear, but the pattern eluded her.
This spell costs less to cast for each creature on the battlefield.
Destroy all creatures.
Searing light. Concussing thunder. Smoldering ash.
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
If you would draw a card while your library has no cards in it, you win the game instead.
"As long as I learn from it, it's still science!"
Flying
Whenever another Spirit you control enters, this creature gets +1/+1 until end of turn.
Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays , where X is this creature's power.
You may pay rather than pay the mana cost for Zombie creature spells you cast.
"What nature creates cannot be unnatural!"
—"Doctor" Zilky Grebbs
Take an extra turn after this one. Exile Temporal Mastery.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
You have all the time in the world.
Escalate—Discard a card. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Target opponent reveals their hand. You choose an instant or sorcery card from it. That player discards that card.
• Target creature gets -2/-2 until end of turn.
• Target opponent loses 2 life and you gain 2 life.
Creature spells you cast cost less to cast.
Creatures you control get -1/-1.
Old battlefields have no shortage of bodies, but the bodies are rarely intact.
Destroy target creature. You lose 2 life.
"Better to be dead in a Gavony ditch than missing in the Stensia mountains."
—Folk saying
Choose one —
• Abrade deals 3 damage to target creature.
• Destroy target artifact.
This spell costs less to cast for each instant and sorcery card in your graveyard.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, discard your hand, then draw three cards.
When this creature enters, any opponent may have it deal 4 damage to them. If a player does, sacrifice this creature.
"Win, lose, or die, 'tis still all the same. Devils just bedevil for the love of the game."
—Gavony children's rhyme
Haste
When this creature enters, gain control of target permanent until end of turn. Untap that permanent. It gains haste until end of turn.
Enchant land
When this Aura enters, draw a card.
Enchanted land has ": Add one mana of any color."
Creatures you control have ": Add one mana of any color."
The cryptoliths promised a tantalizing boon for opportunists—control without the requirement of mastery.
Trample
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Good archers kill in one shot. Great archers confirm with two.
Flash
Flying
When this creature enters, exile target spell with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner may cast that card without paying its mana cost.
At the beginning of your end step, you may exile target creature you control, then return that card to the battlefield under your control.
The gate could send hedgewitches across the world, or entice a traveler from boundaries just beyond.
[+1]: Target creature you control gains deathtouch and lifelink until end of turn. If it's a Vampire, put a +1/+1 counter on it.
[+1]: You may sacrifice a Vampire. When you do, Sorin deals 3 damage to any target and you gain 3 life.
[−3]: You may put a Vampire creature card from your hand onto the battlefield.
: Look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
Creature spells you cast cost less to cast.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
[+1]: Until end of turn, up to one target creature gets +2/+2 and gains vigilance and haste.
[0]: Create a 2/2 green Wolf creature token. Transform Arlinn Kord.
[+1]: Creatures you control get +1/+1 and gain trample until end of turn.
[−1]: Arlinn deals 3 damage to any target. Transform Arlinn.
[−6]: You get an emblem with "Creatures you control have haste and ': This creature deals damage equal to its power to any target.'"
Whenever this creature enters or transforms into Huntmaster of the Fells, create a 2/2 green Wolf creature token and you gain 2 life.
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
Trample
Whenever this creature transforms into Ravager of the Fells, it deals 2 damage to target opponent or planeswalker and 2 damage to up to one target creature that player or that planeswalker's controller controls.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
Flying
: Create a 2/2 black Vampire creature token with flying.
: Transform this creature. Activate only if you control five or more Vampires.
Flying
Other Vampire creatures you control get +2/+2.
: Create a 2/2 black Vampire creature token with flying.
Eminence — Whenever you cast another Vampire spell, if Edgar is in the command zone or on the battlefield, create a 1/1 black Vampire creature token.
First strike, haste
Whenever Edgar attacks, put a +1/+1 counter on each Vampire you control.
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.)
When you cast this spell, target opponent loses 3 life and you gain 3 life.
This spell costs less to cast for each card type among cards in your graveyard.
When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn.
Flying, trample, protection from instants
An enigma as vexing as life itself.
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.)
When you cast this spell, create two 1/1 green Insect creature tokens.
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.)
When you cast this spell, draw a card.
Flying
As an additional cost to cast this spell, sacrifice a permanent.
Exile target artifact, creature, or enchantment.
"We must save you from yourselves."
, : Tap target non-Human creature.
Moorlanders speak in awe of the priests' talent for arriving just in time to drive off the wicked things that prowl the ravished parish.
Enchant creature
Enchanted creature can't attack, block, or transform.
Sacrifice another permanent: Attach this Aura to target creature. Activate only as a sorcery and only once each turn.
Flash
, Sacrifice this creature: Destroy target artifact or enchantment.
"Honorable tactics are for honorable foes. These werewolves are preying on innocent travelers. I'll stab them in the back while they sleep if I have to."
Whenever a creature you control enters, put a +1/+1 counter on each creature you control.
Avacyn's holy warriors kept hope alive in her darkest hours. Now they will carry that hope across Innistrad.
Crusader of Odric's power and toughness are each equal to the number of creatures you control.
"We are Odric's sword. We strike without fear, for his mind has divined how our foe will be slain."
, Exile this card from your graveyard: Create a 1/1 white Spirit creature token with flying. Activate only as a sorcery.
"The harder they try to extinguish my faith, the brighter it burns in the darkness."
When this creature enters, you may exile another target creature.
When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Create two 1/1 white Human creature tokens.
Fateful hour — If you have 5 or less life, create five of those tokens instead.
In the town's final stand, they overcame the snarling beasts as well as months of insidious distrust.
Enchant creature
Enchanted creature gets +1/+0 and has flying.
: Return this card from your graveyard to the battlefield attached to target creature. Activate only as a sorcery.
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
, Remove two +1/+1 counters from among creatures you control: Destroy target artifact or enchantment.
Enchant creature
Enchanted creature gets +2/+2 and has ", Sacrifice a permanent: This creature gains flying until end of turn."
"A boon from the angels should never be cast aside."
—Manfried Ulmach, Chief Inquisitor
Whenever another creature you control with power 2 or less enters, you may pay . If you do, draw a card.
"In these halls there is no pass or fail. Your true test comes with the first full moon."
Flying
Whenever this creature attacks, you may tap target creature.
Avacyn's most devout would forgo the Blessed Sleep to keep vigil.
Creatures you control get +2/+0 until end of turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"If you must go out at night, bring a mob."
—Master of the Elgaud Cathars
When this creature enters, you may destroy target Vampire, Werewolf, or Zombie.
You don't want to see his trophy room.
Flying
: Return target Spirit you control to its owner's hand.
The restless geists of common folk often continue their lifelong labors.
Flying
When this creature enters, tap all creatures your opponents control.
The remnants of Innistrad's corrupted angelic hosts collapsed to form the Flight of Nightmares.
First strike
Creatures and nonbasic lands your opponents control enter tapped.
"Salvation will not be granted by the Lunarch Council. It must be earned—at the edge of a sword, if necessary."
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.
Create a token that's a copy of target creature you control.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Exile target creature you control, then return that card to the battlefield under its owner's control. If it's a Spirit, put a +1/+1 counter on it.
A spirit is both fettered and free—bound in some ways to its previous existence, yet able to transcend much of the corporeal.
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
This spell costs less to cast if you control a Spirit. It also costs less to cast if you control an enchantment.
Counter target spell unless its controller pays .
Tamil had always wanted a closer look at a geist's lantern. Now he had an eternity to study one.
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with ": Add " and loses all other card types and abilities.
Only one vault was great enough to hold Emrakul.
If you would draw a card while your library has no cards in it, you win the game instead.
His mind whirled with grand plans, never thinking of what might happen if he were to succeed.
Flying
Whenever another Spirit you control enters, this creature gets +1/+1 until end of turn.
Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays , where X is this creature's power.