Except for creatures named Akron Legionnaire and artifact creatures, creatures you control can't attack.
Choose one —
• Target player gains X life.
• Prevent the next X damage that would be dealt to any target this turn.
"Healing is a matter of time, but it is sometimes also a matter of opportunity." —D'Avenant proverb
This creature can't be blocked by creatures with power 3 or greater.
Quick and agile, Amrou Kithkin can usually escape from even the most fearsome opponents.
Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.
Destroy all black creatures.
The clouds broke and the sun's rays burst forth; each foul beast in its turn faltered, and was gone.
If this creature would be destroyed, regenerate it.
: This creature can't be regenerated this turn. Only your opponents may activate this ability.
: This creature deals 1 damage to target attacking or blocking creature.
This enchantment enters with two intervention counters on it.
At the beginning of your upkeep, remove an intervention counter from this enchantment.
When you remove the last intervention counter from this enchantment, the game is a draw.
Destroy target artifact. You gain life equal to its mana value.
D'Haren stared at the twisted lump of metal that had been a prized artifact. The fight was getting ugly.
Enchant creature
Enchanted creature gets +3/+3.
Glory surged through her and radiance surrounded her. All things were possible with the blessing of the Divine.
Defender, trample
When this creature blocks, it loses defender.
Sometimes it's best to let sleeping dragons lie.
Prevent all combat damage that would be dealt to this creature by enchanted creatures.
Enchant land
Enchanted land has ": Counter target spell if it would destroy a land you control."
Wall creatures you control get +1/+0 and have banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Choose target Wall creature. Whenever that creature is dealt damage by an attacking creature this turn, you gain that much life.
Any wall can be battered down, but at what cost?
Target creature gets +0/+X until end of turn, where X is its mana value.
Creatures with plainswalk can be blocked as though they didn't have plainswalk.
: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage.
One or more target creatures become white until end of turn.
Prevent all combat damage that would be dealt this turn.
"The day of spirits; my soul's calm retreat/ Which none disturb!"
—Henry Vaughan, "Silex Scintillans"
Prevent all damage that would be dealt to target creature this turn.
Theodar strode the battle lines, snatching swords with his bare hands and casting them aside until all cowered before him.
Enchant creature
Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy the other creature at end of combat. At the beginning of the next end step, if that creature was destroyed this way, put a +1/+1 counter on the first creature.
Protection from red
Creatures named Ivory Guardians get +1/+1 as long as an opponent controls a nontoken red permanent.
The elite guard of the Mesa High Priests, the Ivory Guardians, were created to protect the innocent and faithful. Some say their actions are above the law.
And then the Archangel Anthius spoke to them, saying, "Fear shall be vanquished by the Sword of Faith."
Artifacts, creatures, and lands your opponents control enter tapped.
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Whenever a Mountain an opponent controls becomes tapped, you gain 1 life.
"Foolish wizard! As you tap the power of your lofty keep, so grows my strength."
—Malvern Xelionos, Letters
Creatures without flying can't attack.
The purpose of any moat is to impede attack. Some are filled with water, some with thistles. Some are filled with things best left unseen.
Flying
At the beginning of each end step, if a creature died this turn, put a carrion counter on this creature.
Remove two carrion counters from this creature: This creature gets +1/+1 until end of turn.
A sign of battle, the Vultures circle and wait for the victorious to depart.
: Target player chooses a card name, then reveals the top card of their library. If that card has the chosen name, that player puts it into their hand. If it doesn't, the player puts it into their graveyard.
What walks on four legs in the morning, two legs in the afternoon, and three legs in the evening?
Whenever a player casts an enchantment spell, counter it.
Cast this spell only before blockers are declared.
Target creature gains first strike until end of turn. If it doesn't have rampage, that creature gains rampage 2 until end of turn. (Whenever the creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)
Return to your hand all enchantments you both own and control, all Auras you own attached to permanents you control, and all Auras you own attached to attacking creatures your opponents control. Then destroy all other enchantments you control, all other Auras attached to permanents you control, and all other Auras attached to attacking creatures your opponents control.
Plainswalk (This creature can't be blocked as long as defending player controls a Plains.)
Few can withstand the wrath of the righteous.
Enchant creature
Enchanted creature can't be blocked except by artifact creatures and/or white creatures.
Creatures you control get +0/+2 until end of turn.
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
Whenever enchanted creature deals damage, you gain that much life.
At the beginning of each player's upkeep, if that player controls a Plains, they gain 1 life.
Flying, first strike
"It was full of fire and smoke and light and . . . it drove between us and the Efrafans like a thousand thunderstorms with lightning."
—Richard Adams, Watership Down
First strike (This creature deals combat damage before creatures without first strike.)
I heard their eerie howling, the wolves calling their kindred across the frozen plains.
Look at the top five cards of target player's library. You may then have that player shuffle that library.
"Visions of glory, spare my aching sight,/ Ye unborn ages, crowd not on my soul!"
—Thomas Gray, The Bard
Defender (This creature can't attack.)
Whenever this creature blocks a creature, if at least one other Wall creature is blocking that creature and no non-Wall creatures are blocking that creature, this creature gains banding until end of turn. (If any creatures with banding you control are blocking a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by.)
"Ow! Ow ow ow! Oooh, ow, OW!"
Defender (This creature can't attack.)
Protection from black
As many attackers were dazzled by the wall's beauty as were halted by its force.
Destroy all Forests.
Enchant creature
Enchanted creature can't be the target of spells and can't be enchanted by other Auras.
Flying
The Azure Drake would be more powerful were it not so easily distracted.
Enchant creature
Whenever enchanted creature deals damage to you, this Aura deals that much damage to that creature's controller.
Return target permanent to its owner's hand.
"O! call back yesterday, bid time return."
—William Shakespeare, King Richard the Second
When this creature dies, change the base power and toughness of all creatures that dealt damage to it this turn to 0/2. (This effect lasts indefinitely.)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
"Full fathom five thy father lies;/ Of his bones are coral made;/ Those are pearls that were his eyes;/ Nothing of him that doth fade,/ But doth suffer a sea-change/ Into something rich and strange." —William Shakespeare, The Tempest
Enchant creature
: Enchanted creature becomes the color or colors of your choice. Activate only once each turn.
"Adopt the character of the twisting octopus, which takes on the appearance of the nearby rock. Now follow in this direction, now turn a different hue."
—Theognis, Elegies 1, 215
At the beginning of your upkeep, unless you sacrifice an Island, sacrifice this creature and it deals 6 damage to you.
This creature can't be blocked by red creatures.
Attach target Aura attached to a creature or land to another permanent of that type.
Tap target untapped creature you control. If you do, add an amount of equal to that creature's mana value.
Players play with the top card of their libraries revealed.
Some people say that the world is round, and if you travel far enough you'll come to the other side, where everything is upside down.
Counter target instant spell.
"She grinned at me—a wicked grin. 'I hope you weren't relying too heavily on that, my dear.'"
—Medryn Silverwand, Diary
Choose one —
• Destroy target red permanent.
• Return target Mountain to its owner's hand.
Many people say that no power can bring the mountains low. Many people are fools.
Counter target spell unless its controller pays .
Enchant creature
Prevent all combat damage that would be dealt to and dealt by enchanted creature.
". . . [A]nd gives to airy nothing/ A local habitation and a name."
—William Shakespeare, A Midsummer-Night's Dream
Put X glyph counters on target creature that target Wall blocked this turn, where X is the power of that blocked creature. The creature gains "This creature doesn't untap during your untap step if it has a glyph counter on it" and "At the beginning of your upkeep, remove a glyph counter from this creature."