Boast — : Untap this creature. Put a +1/+1 counter on it. (Activate only if this creature attacked this turn and only once each turn.)
"Heavy? Ha! The Trollking of Mossrun was heavy, and I tossed him five miles!"
Boast — : Creatures you control get +1/+1 until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
"I need no axe to best these weaklings."
Flying, first strike
It wheeled upward, away from the shrieks and thunder. It reached the point where sky met smoke, and, with but a glance at the horizon, aimed itself and dove.
When this creature dies, create a 1/1 white Human Warrior creature token.
"If we fall today, let us fall with honor, defending our realm from the horrors that would defile it. Forward, shieldmates! To Starnheim!"
Enchant permanent
Enchanted permanent can't attack, block, or crew Vehicles, and its activated abilities can't be activated unless they're mana abilities.
"Trespassers will be smelted."
—Axgard inscription
Whenever you cast your second spell each turn, create a 1/1 white Spirit creature token with flying.
To the living, the horn sounds faint and mournful, but to the spirits of Istfell, it is a thunderous call that must be obeyed.
Vigilance
When this creature enters, if it was the second spell you cast this turn, put a +1/+1 counter on target creature.
"Today we are not Beskir or Tuskeri. We must fight as one clan, shoulder to shoulder, to defend our rightful home!"
Exile target artifact, creature, or enchantment an opponent controls. That player may put a permanent card from their hand onto the battlefield.
There are rules, and then there are gods.
Destroy all creatures.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
The realms crashed together, with Bretagard at the center of the calamity.
Whenever you cast your second spell each turn, you gain 2 life.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
"Giants and monsters loom on the horizon, and the elves plan to murder our gods!"
This creature crews Vehicles using its toughness rather than its power.
"How strong is he? Well, I once lost control of the plow, and he carved a furrow right through my house! Didn't even slow down."
—Guldir, Beskir farmer
Flash
Flying
When this creature enters, you may exile any number of non-Angel creatures you control until this creature leaves the battlefield.
Foretell
Vigilance
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Not a single rat has been seen in Istfell since the gods moved in.
Boast — : Tap target creature. (Activate only if this creature attacked this turn and only once each turn.)
"That was nothing. I once took down a frost giant with a spoon!"
Creatures you control that are enchanted or equipped have double strike.
At the beginning of each combat, you may attach target Aura or Equipment attached to a creature you control to target creature you control.
Equipped creature gets +2/+0 and has vigilance.
Whenever equipped creature dies, return it to its owner's hand.
Equip
It cuts through the Cosmos itself, carving new Omenpaths between the realms.
Destroy target artifact or enchantment. You gain 4 life.
"Let's see how brave you really are behind all that oak and steel."
Iron Verdict deals 5 damage to target tapped creature.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
"You'll raid nothing but mist in Istfell."
Target creature gets +1/+1 and gains double strike until end of turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
"Your trail ends here."
When this creature enters, you may exile a creature card from your graveyard. If you do, return target artifact or enchantment card from your graveyard to your hand.
"All my scars have stories to tell."
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
Halvar united the spirits of all the clans into a single, devastating force.
Flying, vigilance
Snow lands your opponents control enter tapped.
Noncreature spells your opponents cast with mana value 4 or greater cost more to cast.
If a source an opponent controls would deal damage to you or a permanent you control, prevent 1 of that damage.
Whenever you or another permanent you control becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays .
Flying
When this creature enters or dies, you may exile another creature card from your graveyard. When you do, put a +1/+1 counter on each creature you control other than this creature that shares a creature type with the exiled card.
You gain 3 life.
Draw a card.
Esika alone knows how to distill the essence of the World Tree into the Cosmos Elixir, a magical substance which grants the Skoti god-family immortality.
Flying
Whenever another Angel or Cleric you control enters, you gain life equal to that creature's toughness.
As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
Enchant permanent
When this Aura enters, draw a card.
As long as enchanted permanent is a creature, it has lifelink.
As long as enchanted permanent is an Equipment, it has "Equipped creature has lifelink."
When this creature enters, you may search your library and/or graveyard for a Rune card, reveal it, and put it into your hand. If you search your library this way, shuffle.
You may pay rather than pay the mana cost for Rune spells you cast.
Search your library for a snow permanent card, a legendary card, or a Saga card, reveal it, put it into your hand, then shuffle. You gain 1 life for each spent to cast this spell. ( is mana from a snow source.)
Flying
When this creature enters, return target permanent card with mana value 2 or less from your graveyard to the battlefield.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Flash
First strike, protection from God creatures
When Sigrid enters, exile up to one target attacking or blocking creature until Sigrid leaves the battlefield.
Never alone, never afraid.
Enchant creature
Enchanted creature gets +2/+2.
, Exile this card from your graveyard: Return another target Aura or Equipment card from your graveyard to your hand.
You may pay and exile a creature card from your graveyard rather than pay this spell's mana cost.
Flying
"Only the worthy may pass."
Flying
Artifact and enchantment spells you cast cost less to cast.
Every worthy warrior who arrives in Starnheim is gifted a mount befitting their heroism, a mighty pegasus raised and trained by the valkyries.
Create a 4/4 white Angel Warrior creature token with flying and vigilance. If this spell was foretold, create X of those tokens instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Lifelink
Dwarven skalds are the most renowned storytellers in all of Kaldheim. They travel across the realms, seeking out heroic deeds and chronicling them in epic sagas.
Boast — : Create a 1/1 white Human Warrior creature token. (Activate only if this creature attacked this turn and only once each turn.)
"I have led ten thousand through these mists and never lost the way."
When this Equipment enters, you may pay . If you do, create a 4/4 white Angel Warrior creature token with flying and vigilance, then attach this Equipment to it.
Equipped creature gets +2/+1.
Equip
Enchant creature
Enchanted creature gets +1/+1.
When enchanted creature leaves the battlefield, create a 1/1 white Spirit creature token with flying.
"If I am to die, let it be a hero's death!"
Creatures you control get +2/+1 until end of turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
"Mead down! Swords up!"
Target creature gets +1/+3 and gains flying until end of turn. Untap it.
The wolf's startled yelp changed quickly to a howl of elation as she soared over her envious packmates.
Alrund gets +1/+1 for each card in your hand and each foretold card you own in exile.
At the beginning of your end step, choose a card type, then reveal the top two cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.
Flying
Whenever Hakka deals combat damage to a player, return it to its owner's hand, then scry 2.
Alrund's raven soars between realms; no secret is beyond his grasp.
Create two 1/1 blue Bird creature tokens with flying. Take an extra turn after this one. Exile Alrund's Epiphany.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Counter target artifact or enchantment spell.
"Many giants have tried to crush me with their hammers. You'll never stop me with that little toy."
—Stigur of the Omenseekers
: This creature becomes a Spirit Warrior with base power and toughness 2/3.
: If this creature is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4.
: If this creature is an Angel, put two +1/+1 counters on it and it gains "Whenever this creature deals combat damage to a player, draw a card."
Flying
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Some ravens collect shiny baubles; others hoard omens and secrets.
: Target snow land you control becomes a 4/4 Elemental creature with hexproof and haste until end of turn. It's still a land. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
Scry 2, then draw two cards.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Countless worlds unfolded before Niko, every one in need of heroes.
When this creature enters, tap target artifact or creature an opponent controls. If was spent to cast this spell, that permanent doesn't untap during its controller's next untap step. ( is mana from a snow source.)
Enchant creature
When this Aura enters, tap enchanted creature. It deals damage to you equal to its power.
Enchanted creature doesn't untap during its controller's untap step.
Sarulf's snarl of rage shook the World Tree.
Flash
When this creature enters, target creature an opponent controls gets -2/-0 until end of turn.
Locked in the ice of Karfell, the treasures of ancient nobles await in ruins guarded by the dead.
At the beginning of your upkeep, you may exile Cosima. If you do, it gains "Whenever a land you control enters, if Cosima is exiled, you may put a voyage counter on it. If you don't, return Cosima to the battlefield with X +1/+1 counters on it and draw X cards, where X is the number of voyage counters on it."
Whenever a Vehicle you control deals combat damage to a player, that player exiles that many cards from the top of their library. You may play lands from among those cards for as long as they remain exiled.
Crew 1
Flash
Flying
Foretelling cards from your hand costs less and can be done on any player's turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
When this creature enters, if you cast it from your hand, return all permanents to their owners' hands except for Giants, Wizards, and lands.
Frost giants study for centuries in isolation, honing their ability to harness elemental mayhem.
Return target nonland permanent to its owner's hand.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
"My home calls to me, I must go."
Counter target spell with mana value 4 or greater.
"The skald boasted that he could outsing the sea. Cosima heard him, and drowned his village with a single wave."
—Longbeard Saga
When this creature enters, look at the top card of target player's library. You may put that card into their graveyard.
The worst part is that you won't even remember how much he's taken from you.
, : Look at the top card of your library. If it's a snow card, you may reveal it and put it into your hand. ( can be paid with one mana from a snow source.)
From the barest crack in the ice, she teases forth a swirling, living map of the Cosmos.
: This creature can't be blocked this turn. ( can be paid with one mana from a snow source.)
Some heroes line their coats with yeti fur. More yetis line their bellies with heroes.
This spell costs less to cast if you control a Giant or a Wizard.
When this creature enters, search your library for an instant or sorcery card with the same name as a card in your graveyard, reveal it, put it into your hand, then shuffle.
When this Equipment enters, you may pay . If you do, create a 4/4 blue Giant Wizard creature token, then attach this Equipment to it.
Equipped creature gets +0/+1 and has "This creature has hexproof as long as it's untapped."(It can't be the target of spells or abilities your opponents control.)
Equip
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
As long as you control a Giant, you may cast this card from your graveyard by paying rather than paying its mana cost. If you cast this card this way and it would be put into your graveyard, exile it instead.