Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
When this creature enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
While the realm has laws, in the wilds there are other ways of balancing power.
When this creature enters, you gain life equal to the greatest toughness among other creatures you control.
"I would welcome her into my pack with honor."
—Arlinn Kord
Ferocious — This creature enters with a +1/+1 counter on it if you control a creature with power 4 or greater.
Each bronze disk on its harness is an offering from a young Temur hunter, a sign of respect to the spirits of the wild.
This creature must be blocked if able.
Fallen Phyrexians were transmuted into elementals by Gaea long ago, but Yavimaya's other inhabitants still regard them with unease.
: Target creature you control can't be blocked by creatures with power 2 or less this turn.
Fairgoers were delighted to find that even outside the fairgrounds, Ghirapur was a city of wonders.
, Sacrifice this creature: Create a 1/1 green Insect creature token with flying named Butterfly at the beginning of the next end step.
Look at the top four cards of your library. You may reveal a creature card and/or a land card from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order.
Creature spells you cast with power 4 or greater cost less to cast.
Whenever Goreclaw attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.
You don't want to know how she got that name.
Target creature gets +2/+2 until end of turn.
Landfall — If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.
"This world will not be tamed."
Flash (You may cast this spell any time you could cast an instant.)
Trample
Time rifts bring tunneling beasts of old into the hard, dry earth of the present. Most die there, trapped, but the mightiest burst through the surface.
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Trample
Interlopers in Sultai territory usually end up as crocodile chow or baboon bait.
Flash
Enchant creature
When this Aura enters, if enchanted creature is a Wolf or Werewolf, untap that creature.
Enchanted creature gets +2/+2 and has vigilance.
Creatures with power less than this creature's power can't block it.
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.)
Put a +1/+1 counter on target creature.
Morbid — Put three +1/+1 counters on that creature instead if a creature died this turn.
"Werewolves are an unholy mix of a predator's instinct and a human's hatred."
—Alena, trapper of Kessig
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature you don't control.
The hunt ends. Lunch begins.
: Add one mana of any color. If you control a creature with power 4 or greater, add two mana of any one color instead.
Those who die as heroes are permitted to dwell in Ilysia, a protected realm of the Underworld as tranquil and vibrant as the rest is bleak.
Other Elves you control get +1/+1.
, : Create a 1/1 green Elf Warrior creature token.
In a culture of beauty, the most beautiful are worshipped as gods.
At the beginning of your end step, create a 1/1 green Insect creature token for each +1/+1 counter you've put on creatures under your control this turn.
The hatchlings will fill the jungles of Murasa in a glittering tide.
When this creature enters, put a +1/+1 counter on target creature.
"Please don't feed the beetles."
—Promenade warning sign
Whenever another green creature you control enters, put a +1/+1 counter on target creature.
"Skyknight gear? Well, I have drake-skin gauntlets, supple and fireproof. Or a ceratok chestplate that'll stop a crossbow bolt."
Whenever this creature attacks, create a 2/2 green Wolf creature token that's tapped and attacking for each creature card in your graveyard.
"They put bars on these noble beasts and then wonder why werewolves target our towns."
Undergrowth — When this creature enters, you gain 1 life for each creature card in your graveyard.
Feed on food, you eventually rot. Feed on rot, you live forever.
—Kraul saying
Reach
Undergrowth — When this creature enters, choose up to one target creature you don't control with flying. This creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard, then you may have this creature fight that creature.
: This creature gets +3/+3 until end of turn.
The insectile kraul lurk in the tunnels below street level. Many are loyal to the Golgari Swarm, but others follow their own esoteric caste system.
When this creature enters, put a +1/+1 counter on target creature you control.
Every leaf, tree, and building in Kujar has been placed to achieve maximum harmony, in accordance with the elvish philosophy known as the Great Conduit.
Whenever you cast an Elf spell, you may create a 1/1 green Elf Warrior creature token.
From the highest tiers of Dawn's Light Palace to the deepest shade of Wren's Run, the silver notes of the horn shimmer through the air, and all who hear it feel its pull.
Reach (This creature can block creatures with flying.)
"If a careless elf ends up caught in a spider's web, we must expect nature to take its course. Do not blame the spider for being a spider."
—Dellin Berting, Tolarian entomologist
At the beginning of your upkeep, create a 2/2 green Wolf creature token.
: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves.
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
"You have always been a promising student, but your arrogance far outstrips your prowess."
Target creature gets +1/+1 until end of turn for each creature you control.
"There is nothing stronger than many hearts united for a single cause."
—Emmara
When this creature enters, mill three cards, then put a +1/+1 counter on this creature for each creature card in your graveyard. (To mill three cards, put the top three cards of your library into your graveyard.)
Between stitchers, cultists, and scavengers, corpses are in high demand.
Choose target creature you don't control. Each creature you control that's a Wolf or a Werewolf deals damage equal to its power to that creature.
Courage alone won't keep you alive.
: Add one mana of any type that a land you control could produce.
"The lands of the God-Pharaoh are suffused with his breath."
When this creature enters, you may discard any number of land cards. Put that many +1/+1 counters on this creature and draw that many cards.
"Every seed holds strength and teaches patience."
At the beginning of combat on your turn, if you control another creature with power 4 or greater, put a +1/+1 counter on this creature.
"The first rule of politics can be learned from a lowly hornbeetle: it is wise to cultivate powerful friends."
—Pythamon, sage of Meletis
Flash
Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn't cast a spell this turn, create a 2/2 green Wolf creature token.
A strong leader means a growing pack.
, , Sacrifice this creature: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
"Like fruits in the field, we will be harvested when the season is right."
When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Some druids nurture gardens. Others nurture continents.
Enchant creature
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura.
When you sacrifice this Aura, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever this creature attacks, if you control a creature with power 4 or greater, this creature gets +2/+2 until end of turn.
Creatures you control get +2/+2 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
"Forward! Until the horizon is ours!"
—Khemses, charioteer
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional .
"Let the forest spread! From salt, stone, and fen, let the new trees rise."
—Molimo, maro-sorcerer
At the beginning of combat on your turn, if you control another Wolf or Werewolf, put a +1/+1 counter on this creature.
When this creature dies, you gain life equal to its power.
A wolf pup is always dangerous, because a wolf pup is never alone.
This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
: Add one mana of any color.
"There are many kinds of duty, and mine is to see our world grow and endure."
: This creature gains deathtouch until end of turn.
Wolves that feast on zombie flesh and survive carry the foul diseases of the dead wherever they roam.
Trample
This creature enters with two +1/+1 counters on it.
If damage would be dealt to this creature, prevent that damage. Remove a +1/+1 counter from this creature.
: Put a +1/+1 counter on this creature.
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
The drive to hunt and feed is raw instinct for dinosaurs. The trick is simply to channel it in the right direction.
Create a 2/2 green Wolf creature token.
Morbid — Create three 2/2 green Wolf creature tokens instead if a creature died this turn.
"And Muzzio says my arguments have no teeth."
—Selvala, ranger of the Lowlands
Enchant creature
Enchanted creature has ": Create a 1/1 green Elf Warrior creature token."
"Here lies Gond, hero of Safehold Taldwen. May he ever guide our quest."
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
"You don't find many old werewolf hunters."
—Paulin, trapper of Somberwald
When this creature enters, put a +1/+1 counter on target creature you control.
Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, double the number of +1/+1 counters on this creature.
This creature has trample as long as it has ten or more +1/+1 counters on it.
This spell can't be countered.
Creature spells you control can't be countered.
The viziers serving Rhonas, the god of strength, maintain the menagerie of animals employed during his trial.
When this creature enters, you may return target land card from your graveyard to the battlefield.
"The ruin of the past is the topsoil of the future."
—Sokar, former Nef-crop initiate
Trample
Landfall — Whenever a land you control enters, create a 4/4 green Beast creature token.
"When the land is angry, so are they."
—Nissa Revane
: Double this creature's power and toughness until end of turn.
"Linear growth? What am I, a first-year?"
When this creature enters, you may destroy target artifact or enchantment.
"What was once formed by masons, shaped by smiths, or given life by mages, I will return to the embrace of the earth."
Reveal the top four cards of your library. You may put a creature card and/or a land card from among them into your hand. Put the rest into your graveyard.
Calix was patient, steadily following Elspeth until their destined confrontation.
Deathtouch, indestructible
Rhonas can't attack or block unless you control another creature with power 4 or greater.
: Another target creature gets +2/+0 and gains trample until end of turn.
All creatures able to block target creature this turn do so.
Ferocious — That creature gains indestructible until end of turn if you control a creature with power 4 or greater.