Whenever a player casts an instant spell, counter it unless that player pays , where X is its mana value.
Whenever an opponent casts a creature spell that doesn't share a color with a creature you control, counter that spell unless that player pays , where X is its mana value.
You and target player exchange control of the creature you each control with the greatest mana value. Then exchange control of artifacts the same way. If two or more permanents a player controls are tied for greatest, their controller chooses one of them.
If an opponent who controls at least as many lands as you do would put a land onto the battlefield, that player instead puts that land onto the battlefield then sacrifices a land of their choice.
Counter target spell. At the beginning of your next main phase, add an amount of equal to that spell's mana value.
X target creatures gain islandwalk until end of turn. (They can't be blocked as long as defending player controls an Island.)
". . . and the waters were a wall unto them on their right hand, and on their left."
—Exodus, 14:22
: This creature deals 2 damage to any target and 3 damage to itself.
Creatures of the Æther are notorious for neglecting their own well-being.
Psychic Purge deals 1 damage to any target.
When a spell or ability an opponent controls causes you to discard this card, that player loses 5 life.
Enchant creature
When enchanted creature dies, return that card to its owner's hand. If that card is returned to its owner's hand this way, you may pay . If you do, return this card to its owner's hand.
Discard X cards, then return a card from your graveyard to your hand for each card discarded this way. Exile Recall.
Enchant artifact an opponent controls
Whenever enchanted artifact becomes tapped, choose one —
• This Aura deals 1 damage to target player or planeswalker.
• Target player gains 1 life.
Counter target creature spell.
Nethya stiffened suddenly, head cocked as if straining to hear some distant sound, then fell lifeless to the ground.
Cast this spell only during an opponent's turn after their upkeep step.
Untap all lands you control.
All damage that would be dealt this turn by target sorcery spell is dealt to that spell's controller instead.
One or more target creatures become blue until end of turn.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
"Leviathan, too! Can you catch him with a fish-hook/ or run a line round his tongue?"
—Job 40:25
Choose target creature. If a spell or ability that targets that creature would cause a source to deal damage to that creature this turn, prevent that damage.
Enchant creature
Enchanted creature has shroud as long as it's untapped. (It can't be the target of spells or abilities.)
Tap target creature. Prevent all combat damage that would be dealt by that creature this turn. It doesn't untap during its controller's next two untap steps.
Cast this spell only during the declare attackers step.
Target creature can't be blocked this turn.
When this creature attacks or blocks, at end of combat, sacrifice it and it deals 5 damage to you.
, : Return target permanent that isn't enchanted to its owner's hand.
Creatures with islandwalk can be blocked as though they didn't have islandwalk.
Enchant creature
When this Aura enters, tap enchanted creature and put X sleep counters on it.
Enchanted creature doesn't untap during its controller's untap step if it has a sleep counter on it.
At the beginning of the upkeep of enchanted creature's controller, remove a sleep counter from that creature.
Defender (This creature can't attack.)
Prevent all damage that would be dealt to this creature by creatures it's blocking.
"Walls of a castle are made out of stone,/ Walls of a house out of bricks or of wood./ My walls are made out of magic alone,/ Stronger than any that ever have stood."
—Chrysoberyl Earthsdaughter, Incantations
Defender (This creature can't attack.)
: This creature gets +4/-4 until end of turn and can attack this turn as though it didn't have defender.
So confusing is the Wall's appearance that few of its victims even see it move.
Flying, vigilance
Although greatly prized among falconers, the Zephyr Falcon is capricious and not easily tamed.
Whenever this creature blocks or becomes blocked by a green or white creature, destroy that creature at end of combat.
Exile All Hallow's Eve with two scream counters on it.
At the beginning of your upkeep, if this card is exiled with a scream counter on it, remove a scream counter from it. If there are no more scream counters on it, put it into your graveyard and each player returns all creature cards from their graveyard to the battlefield.
Enchant land
When enchanted land becomes tapped, destroy it.
: This creature gets +1/+1 until end of turn.
"'War is no picnic,' my father liked to say. But the Ants seemed to disagree." —General Chanek Valteroth
If a player would draw a card except the first one they draw in each of their draw steps, that player discards a card instead. If the player discards a card this way, they draw a card. If the player doesn't discard a card this way, they mill a card.
First strike
At the beginning of your upkeep, destroy this creature unless you pay . If this creature is destroyed this way, it deals 7 damage to you.
"Then flashed the living lightning from her eyes,/ And screams of horror rend th' affrighted skies." —Alexander Pope, The Rape of the Lock
When this creature dies, exile it.
The ritual of plucking out an eye to gain future sight is but a curse that enables the living to see their own deaths.
Prevent all combat damage that would be dealt this turn.
"If I must die, I will encounter darkness as a bride,/ And hug it in my arms." —William Shakespeare, Measure for Measure
Enchant creature
Enchanted creature can't attack.
Prevent all combat damage that would be dealt by enchanted creature.
Non-Eye creatures you control can't attack.
This creature can't be blocked except by Walls.
"The highway of fear is the shortest route to defeat."
Flying
Sacrifice a creature: This creature gets +2/+1 until end of turn.
: Target creature gets -1/-0 until end of turn.
The voices of the dead ring in the heart long after they have faded from the ears.
: At the beginning of your next upkeep, choose a basic land type. This creature gains landwalk of the chosen type until the end of that turn. (It can't be blocked as long as defending player controls a land of that type.)
Choose target Wall creature. At this turn's next end of combat, destroy all creatures that were blocked by that creature this turn.
"He knows he has a short span of life, that the day will come when he must pass through the wall of oblivion . . ."
—William Faulkner
, Pay 2 life: Draw a card.
"There is no calamity greater than lavish desires./ There is no greater guilt than discontentment./ And there is no greater disaster than greed." —Tao Tê Ching 46
". . . [T]he ghost rides forth to the scene of battle in nightly quest of his head . . . he sometimes passes along the Hollow, like a midnight blast . . ."
—Washington Irving, The Legend of Sleepy Hollow
All creatures get -1/-0 until end of turn.
The brightness of day turned in an instant to dusk as the swarm descended upon the battlefield.
, Sacrifice a creature: Return target creature card from your graveyard to the battlefield. Activate only during your upkeep.
You might leave here, Chenndra, should another take your place . . . .
Destroy all nonblack creatures. Hellfire deals X plus 3 damage to you, where X is the number of creatures that died this way.
"High on a throne of royal state . . . insatiate to pursue vain war with heav'n." —John Milton, Paradise Lost
Sacrifice a Swamp: Regenerate target black creature. (The next time that creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
"And a horror of outer darkness after,/ And dust returneth to dust again."
—Adam Lindsay Gordon, The Swimmer
Enchant creature
Whenever a player activates an ability of enchanted creature with in its activation cost that isn't a mana ability, you may pay . If you do, counter that ability. If you don't, destroy this Aura.
Whenever enchanted creature attacks or blocks, you may pay . If you do, tap the creature, remove it from combat, and creatures it was blocking that had become blocked by only that creature this combat become unblocked. If you don't, destroy this Aura.
Whenever this creature blocks a creature, destroy that creature at end of combat.
Whenever this creature becomes blocked by a non-Wall creature, destroy that creature at end of combat.
Jovial Evil deals X damage to target opponent, where X is twice the number of white creatures that player controls.
"Today, for a lark, let's visit the plains. I'm sure we'll find something to entertain us."
: If this creature's power is 1 or more, it gets -1/-0 until end of turn and put a -0/-1 counter on target creature blocking or blocked by this creature. Activate only during the declare blockers step.
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
She walks in the twilight, her steps make no sound,/ Her feet leave no tracks on the dew-covered ground./ Her hand gently beckons, she whispers your name—/ But those who go with her are never the same.
When this creature enters, sacrifice it unless you sacrifice two Swamps.
Whenever a player casts a spell, counter it unless that player pays .
These days, some wizards are finding that they have a little too much spell left at the end of their mana.
Whenever this creature deals damage to a player, that player gets a poison counter. (A player with ten or more poison counters loses the game.)
Sometimes the smallest nuisance can be the greatest pain.
Creatures with swampwalk can be blocked as though they didn't have swampwalk.
, : All damage that would be dealt to you this turn by target attacking creature is dealt to this creature instead.
"'Tis now the very witching time of night,/ When churchyards yawn and hell itself breathes out/ Contagion to this world." —William Shakespeare, Hamlet
Enchant creature
Whenever enchanted creature becomes tapped, put a -0/-2 counter on it.
Syphon Soul deals 2 damage to each other player. You gain life equal to the damage dealt this way.
"Her lips suck forth; see, where it flies!"
—Christopher Marlowe, The Tragical History of Doctor Faustus
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, put a -0/-1 counter on that creature.
When enchanted creature dies, that creature's controller chooses a creature that this card could enchant. If the player does, return this card to the battlefield under your control attached to that creature. If they don't, return this card to the battlefield under your control as a non-Aura enchantment. It loses "enchant creature" and gains "At the beginning of that player's upkeep, this enchantment deals 1 damage to that player."
At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of their choice. It can't be regenerated.
"An immense river of oblivion is sweeping us away into a nameless abyss." —Ernest Renan, Souvenirs d'Enfance et de Jeunesse