Mill three cards, then return a land card or Elf card from your graveyard to your hand. If you can't, draw a card. (To mill a card, put the top card of your library into your graveyard.)
Though imprisoned in Jaspera trees, the elvish gods known as the Einir still whisper through the ages.
When this Equipment enters, attach it to target non-Human creature you control.
Equipped creature gets +2/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Target creature you control fights target creature you don't control.
Ferocious — The creature you control gets +2/+2 until end of turn before it fights if you control a creature with power 4 or greater.
Put a +1/+1 counter on up to one target creature. You gain 2 life. You may play an additional land this turn.
Draw a card.
"Ever onward, ever skyward."
Devoid (This card has no color.)
When this creature enters, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ." ( represents colorless mana.)
This creature enters with two +1/+1 counters on it.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto another target creature.
"It was right here a second ago . . ."
This creature enters with a +1/+1 counter on it.
When this creature dies, put X +1/+1 counters on target creature you control, where X is the number of +1/+1 counters on this creature.
Trample
When this creature dies, draw a card.
The apes of Yavimaya draw strength from the spirits of their ancestors.
Discard a land card: This creature gets +1/+1 until end of turn.
"It's odd to see the apes rip down trees to arm themselves in defense of their forests."
—Taaveti of Kelsinko, elvish hunter
Landfall — Whenever a land you control enters, this creature gets +1/+1 until end of turn.
All of Zendikar's beings sense the upheaval that accompanies the Eldrazi.
Put X +1/+1 counters on target creature, where X is that creature's power.
An avatar he sculpts of instinct and force.
During your turn, this creature gets +0/+2.
The mushrooms growing in the wolves' fur possess curative properties incredible enough to tempt many alchemists into risking their lives to track one down.
Devoid (This card has no color.)
: This creature gets +1/+2 until end of turn. Activate only once each turn. ( represents colorless mana.)
As the Eldrazi adapted to the jungles of Zendikar, some took on the tactics of more familiar predators.
This creature enters with a +1/+1 counter on it.
Whenever a creature you control with a +1/+1 counter on it becomes the target of a spell an opponent controls, create a 1/1 green Insect creature token.
, : Put a +1/+1 counter on this creature.
This spell costs less to cast if it targets a creature you control with a +1/+1 counter on it.
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Whoever wins, the neighborhood loses.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Landfall — Whenever a land you control enters, you may have target creature block this creature this turn if able.
Devoid (This card has no color.)
Target creature you control fights target creature an opponent controls. If the creature an opponent controls would die this turn, exile it instead.
The battle served as a grim reminder of what a final victory for the Eldrazi would mean.
Flash (You may cast this spell any time you could cast an instant.)
Reach (This creature can block creatures with flying.)
Whenever another non-Human creature you control enters, you may pay . When you do, put X +1/+1 counters on this creature.
: This creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Part feline, part primate, all trouble.
Create three 1/1 green Boar creature tokens with "When this token dies, create a Food token." (A Food token is an artifact with ", , Sacrifice this token: You gain 3 life.")
"The monster was gaining on them. Twice it had found them. There was only one place left to hide."
—Tales of the Fae
Enchant creature
When this Aura enters, create a 2/2 green Wolf creature token.
Enchanted creature gets +2/+2.
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional .
, Sacrifice this Aura: Create a 2/2 green Wolf creature token. Activate only during your turn.
At the beginning of each upkeep, create a 1/1 green Elf Warrior creature token.
Whenever another Elf you control enters, you gain life equal to its toughness.
"We'll break their lines. The rest of you, follow!"
As long as you control eight or more lands, this creature gets +4/+4 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
It carries the hopes of Zendikar's embattled wilds on its mighty boughs.
Whenever one or more tokens you control enter, put that many +1/+1 counters on this creature.
"Every footfall on the forest floor is a heartbeat sending strength into my veins."
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.)
The Ulvenwald makes no allowances for youth. Today's newborn is either tomorrow's hunter or tomorrow's lunch.
Landfall — Whenever a land you control enters, create a 2/2 green Elemental creature token.
"I was wrong. Zendikar isn't after me. It isn't after any of us. It's not evil or vengeful. It's magnificent . . . but it's in pain."
—Nissa Revane
Untap this creature during each other player's untap step.
: This creature deals 1 damage to any target.
, : Target creature can't attack or block this turn.
, : Draw a card.
As an additional cost to cast this spell, reveal a colorless creature card from your hand.
Exile target creature if its power is less than or equal to the revealed card's power.
Dust and memory are all that remain in Ulamog's wake.
Vigilance
: Add . ( represents colorless mana.)
The wastelands disorient even the most experienced scouts, making them easy prey for Kozilek's drones.
Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
An explorer's essentials in a wild world.
, Sacrifice this artifact: Return target creature to its owner's hand.
, Sacrifice this artifact: Draw a card.
"Release that which was never caged."
—Spellbomb inscription
When this artifact enters, draw a card.
, , Sacrifice this artifact: Target creature can't attack or block this turn.
A weapon best suited for those with good aim and steady hands.
Menace
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
It glides around the city, a sublime combination of elegance and utility.
: Target Assembly-Worker creature gets +1/+1 until end of turn.
With their factories long destroyed, some of Mishra's creations still toil in remote areas, endlessly performing and reperforming their last orders.
Whenever you discard a card, exile that card from your graveyard.
, : Draw a card, then discard a card.
, , Sacrifice this artifact: Return all cards exiled with this artifact to their owner's hand.
There's no prepared like overprepared.
Changeling (This card is every creature type.)
As this creature enters, choose a creature type.
Whenever another creature you control of the chosen type enters, put a +1/+1 counter on this creature.
When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top.
"There's nowhere in Strixhaven I can't find. Where do you need to go?"
, : Target player puts the bottom card of their library into their graveyard. If it's a creature card, you create a 2/2 black Zombie creature token.
As if anyone needed another reason to avoid dark, dank cellars.
When this creature enters, you gain 2 life.
When this creature leaves the battlefield, draw a card.
Inspired by industrious silkworms, its maker crafted it to restore the broken pieces of the world.
: Create a token that's a copy of target artifact. That token gains haste. Exile it at the beginning of the next end step.
Duplication is neither thievery nor flattery. It is efficiency.
, : Put a +1/+1 counter on target creature.
A single drop turns skin to scale and fist to claw.
Whenever a Dragon you control enters, put a gold counter on this artifact.
, Remove a gold counter from this artifact: Draw a card.
: Add one mana of any color.
, : Target creature can't attack this turn. Put a brick counter on this artifact.
, : Until your next turn, target creature can't attack or block and its activated abilities can't be activated. Activate only if there are three or more brick counters on this artifact.
, , Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
"I use maps to find out where explorers have already been. Then I go the other way."
—Javad Nasrin, Ondu relic hunter
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
This creature gets +2/+0 as long as you control a blue creature.
Made in its creator's image, though slightly more clangy.
Defender
When this creature dies, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
"Gold without freedom might as well be lead."
—Angrath
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
: Target artifact creature gets +1/+1 until end of turn.
: Target artifact creature gains your choice of flying, trample, or haste until end of turn.
Better living through metallurgy.
Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, you may destroy target Equipment that player controls.
Equip
By hammer forged, and by hammer undone.
This creature enters with X +1/+1 counters on it.
When this creature dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1 counter on this creature.
, : Put a +1/+1 counter on this creature.
Whenever equipped creature attacks, this Equipment deals 1 damage to target creature defending player controls.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
: Add .
, , Sacrifice this artifact: Draw two cards.
"You've begun to understand the hedrons' true purpose," said Ugin. "The Eldrazi can be imprisoned."
"And how did that work out last time?" asked Jace.
Equipped creature gets +3/+1.
Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order.
Equip
Equipped creature gets +3/+2.
Whenever a legendary creature you control enters, you may attach this Equipment to it.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
The best swords are forged with dragonfire.
Whenever equipped creature becomes blocked by a creature, you may draw two cards.
Equip
Neurok spies carry devices that let them look a few moments into the future, giving them an almost insurmountable edge.
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, put a +1/+1 counter on target creature.
"Why would someone have built ... wait, never mind. Send it to the front lines!"
—Commander Grozdan
Equipped creature gets +2/+0.
During your turn, equipped creature has first strike.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
This creature attacks each combat if able.
This creature can't be blocked by Walls.
Many a besieged city has surrendered upon hearing the distinctive rumble of the juggernaut.