As an additional cost to cast this spell, sacrifice an artifact.
Incendiary Sabotage deals 3 damage to each creature.
"All of those Consulate safety measures undone with one simple tweak."
This creature gets +1/+1 as long as you control an artifact.
"Everyone starts off making garbage. If you finally make something halfway decent, it'll be the best day of your life."
—Nehra, inventor
Haste
When this creature enters, you get (two energy counters).
At the beginning of your end step, sacrifice this creature unless you pay .
Reveal cards from the top of your library until you reveal an artifact card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Madcap Experiment deals damage to you equal to the number of cards revealed this way.
When this creature enters, you get (two energy counters).
Whenever this creature attacks, you may pay . If you do, target creature can't block this turn.
"Knock, knock . . . too late."
When Pia Nalaar enters, create a 1/1 colorless Thopter artifact creature token with flying.
: Target artifact creature gets +1/+0 until end of turn.
, Sacrifice an artifact: Target creature can't block this turn.
Whenever an artifact you control enters, you may discard a card. If you do, draw a card.
Quicksmiths are eager to jump from one project to the next, relying on flashes of inspiration rather than careful research.
Whenever an artifact you control enters, this creature deals 1 damage to each opponent.
Architects find inspiration in the dragon's beauty of form, while artificers are influenced by the function of its fire.
Target creature can't block this turn.
Draw a card.
"Nothing against you. It's just that waiting for Consulate clearance was never really my thing."
, Sacrifice this creature: Destroy target artifact.
City officials once sent twenty gleaming automatons to exterminate a nest of gremlins. They soon saw the error of their ways.
Whenever an artifact you control enters, this creature gets +2/+0 and gains trample until end of turn.
If an elf can dream it, a dwarf can build it, and a gremlin can eat it.
Flying
: This creature gets +1/+0 until end of turn.
: This creature gains first strike until end of turn.
: This creature gains haste until end of turn.
Choose target creature. Exile the top card of your library. You may have Spark of Creativity deal damage to that creature equal to the exiled card's mana value. If you don't, you may play that card until end of turn.
"To invent is to rebel."
—Pia Nalaar
Haste
Whenever this creature crews a Vehicle, that Vehicle gains haste until end of turn.
If her vehicle even has a brake, she couldn't tell you which pedal it is.
Whenever this creature becomes tapped, it deals 1 damage to each opponent.
"The Consulate promised that we would all have access to aether. I'm just keeping them honest."
When this creature enters, you get (an energy counter).
Pay : Target creature gains haste until end of turn.
Graffiti of the "leaking spire" symbol is found wherever the renegades have been.
Vehicles you control become artifact creatures until end of turn. Creatures you control get +2/+0 until end of turn.
Inventors from around the world have come to the Fair hoping their creations will fly, drive, or sail their way to a top prize.
Trample
Whenever you get one or more (energy counters), this creature gets +2/+2 until end of turn.
Inventors have been known to capture gremlins with the intent to release them in a rival's workshop. More often than not, that plan backfires.
"Consider this a high alert, people. Permission to destroy on sight. Either we take it down or it'll take down the Fair."
—Pav, gremlin watch
When this creature enters, you get (two energy counters).
Whenever this creature attacks, you may pay . If you do, put a +1/+1 counter on it.
Some passengers ride without tickets.
Menace
"The giants follow the flow of aether, and twice a year it leads them through here. Lesson learned. More clearance is needed."
—Sram, senior edificer
Welding Sparks deals X damage to target creature, where X is 3 plus the number of artifacts you control.
"The fires of invention burn in all of us. I fight for the freedom to unleash those flames."
—Pia Nalaar
Destroy target artifact or enchantment. You gain 2 life.
"I'd just let the monkey have it if I were you. You can make another, but the same can't be said of your fingers."
—Turni, Greenwheel groundskeeper
Trample
When this creature enters, you gain 5 life.
The power of aether draws creatures to it like a magnetic force, and those that are touched by it are forever altered.
Trample
When this creature enters, you gain 5 life.
Landfall — Whenever a land you control enters, you get (an energy counter).
Pay eight : Create a 6/6 colorless Beast artifact creature token.
Next to her designs, life seems like a pale imitation.
When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.
Were she not a judge, she'd win the division herself.
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You get (two energy counters).
"I've never seen a world where aether weaves through every aspect of nature."
Target creature you control gets +2/+2 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Those who move harmoniously with the flow of aether can channel the power of the natural world.
When this creature enters, you get (three energy counters).
Pay : Put a +1/+1 counter on this creature. It gains hexproof until end of turn.
Prevent all combat damage that would be dealt to players this turn.
Never before have there been so many brilliant minds and wondrous inventions in one place. Denizens from every corner of Kaladesh will flock to the once-in-a-lifetime Inventors' Fair.
Consulate guards who pursue fleeing renegades into the Cowl often become lost—occasionally permanently—in the city's wildest greenbelt.
Destroy target artifact, enchantment, or land.
Sanctions, mandates, regulations . . . These things mean nothing to the natural world.
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
Whenever this creature attacks, you may have other attacking creatures get +X/+X until end of turn, where X is this creature's power.
Look at the top ten cards of your library, exile up to two creature cards from among them, then shuffle. Target opponent may choose one of the exiled cards and put it onto the battlefield under their control. Put the rest onto the battlefield under your control.
Whenever a creature you control enters, you may pay . If you do, put a +1/+1 counter on that creature.
, Sacrifice this enchantment: Put a +1/+1 counter on each creature you control.
This creature can't be blocked by creatures with power 2 or less.
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
At the beginning of each end step, if a +1/+1 counter was put on a permanent under your control this turn, put a +1/+1 counter on this creature.
The louder the elephant trumpeted, the more the crowd cheered. And the more the crowd cheered . . .
: 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.
Reach (This creature can block creatures with flying.)
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)
Natural evolution is often at odds with industrial progress.
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.
Target creature gets +4/+4 and gains trample until end of turn.
"They say Head Judge Tezzeret will be reviewing every invention at the Fair. I made sure to build something that will stand out."
—Jehvani, Vahadar artificer
Whenever this creature deals combat damage to a player, you get (two energy counters).
Pay : Put a +1/+1 counter on this creature.
It won't be small forever.
Target creature you control gains vigilance and trample until end of turn. It deals damage equal to its power to target creature you don't control.
Many elves incorporate the beauty of nature into their inventions. Very few capture its savagery.
[+1]: Untap target land you control. Until your next turn, it becomes a 5/5 Elemental creature with haste. It's still a land.
[−3]: Return target permanent card from your graveyard to your hand.
[−6]: You get an emblem with "Whenever a land you control enters, you may draw a card."
Untap target creature. It gets +1/+3 until end of turn.
Inspired by the thorns and brambles of the untamed wilds, elvish armor is both beautiful and formidable.
, : Create a 1/1 colorless Servo artifact creature token.
, : Create an X/X colorless Construct artifact creature token, where X is the number of creatures you control.
"Inspiration is reciprocal: we all have a responsibility to each other to create."
Trample
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Connected as artificer and invention, bonded as rider and steed.
Trample
When this creature enters, you get (two energy counters).
Whenever this creature attacks, you may pay . If you do, it gets +2/+2 until end of turn.
When this creature enters, you get (three energy counters).
Even now, Shaila's descendants proudly occupy the greenway that she refused to relinquish to the Consulate.
When this creature enters, you get (two energy counters).
, Pay : Add one mana of any color.
"Creation without connection to nature is just manufacture."
Choose one —
• Take Down deals 4 damage to target creature with flying.
• Take Down deals 1 damage to each creature with flying.
The drake flew true. The arrow flew truer.
When this creature enters, you get (two energy counters).
Whenever this creature attacks, you may pay . If you do, put a +1/+1 counter on it.
As unpredictable as aether, and just as hard to contain.
Trample
When this creature enters, distribute four +1/+1 counters among any number of target creatures you control.
When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
"We all began in nature, and nature is where we belong."
Return X target cards from your graveyard to your hand. Exile Wildest Dreams.
"I opened my mind to the immensity of the wonders around me. It was only then that I could see the Great Conduit."
—Rashmi, aether-seer
: This creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Part feline, part primate, all trouble.
Flying
When this creature enters, you gain 2 life and draw two cards.
All the aether charts in the world can't compete with the trained eye of a talented scout.
Lifelink
Whenever an artifact you control enters, scry 1.
"Don't waste my time with trifles. Bring me works of art, and I will make you rich."