At end of combat, gain control of all creatures blocking this creature for as long as you control this creature.
One or more target creatures become black until end of turn.
"Black spirits and white, red spirits and gray,/
Mingle, mingle, mingle, you that mingle may."
—Thomas Middleton, The Witch
Switch target creature's power and toughness until end of turn.
"You know what I was,/ You see what I am: change me, change me!" —Randall
Whenever an opponent draws a card, this enchantment deals 1 damage to that player.
"In the drowsy dark cave of the mind dreams build their nest with fragments dropped from day's caravan." —Rabindranath Tagore
Flying (This creature can't be blocked except by creatures with flying or reach.)
: This creature gets +1/+0 until end of turn. Activate no more than twice each turn.
"For something is amiss or out of place/ When mice with wings can wear a human face." —Theodore Roethke, "The Bat"
: Regenerate this creature.
The Walking Dead are the remains of freakish experiments by the Necromantic Lords.
Defender (This creature can't attack.)
Protection from white
Prevent all damage that would be dealt to this creature by enchanted creatures.
Defender (This creature can't attack.)
Prevent all damage that would be dealt to this creature by creatures it's blocking.
This creature can't be the target of spells that can target only Walls or of abilities that can target only Walls.
Defender (This creature can't attack.)
At the beginning of your upkeep, change this creature's base toughness to 1 plus the number of creature cards in your graveyard. (This effect lasts indefinitely.)
Choose one —
• Destroy target blue permanent.
• Return target Island to its owner's hand.
Rampage 3 (Whenever this creature becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.)
Ærathi children who show promise are left to survive for a year in the wilderness. Those who return are shown the way of the Berserker.
Choose a player who cast one or more sorcery spells this turn. Backdraft deals damage to that player equal to half the damage dealt by one of those sorcery spells this turn, rounded down.
Protection from red
This creature gets +1/+1 as long as an opponent controls a nontoken white permanent.
Bogardan is a land as volatile as the creatures who live there.
When this creature dies, it deals X damage to target creature, where X is 3 plus the amount of damage dealt to this creature this turn by other sources named Blazing Effigy.
If target creature has toughness 5 or greater, it gets +4/-4 until end of turn. Otherwise, it gets +4/-X until end of turn, where X is its toughness minus 1.
No more than two creatures can attack each combat.
No more than two creatures can block each combat.
Chain Lightning deals 3 damage to any target. Then that player or that permanent's controller may pay . If the player does, they may copy this spell and may choose a new target for that copy.
Creatures with mountainwalk can be blocked as though they didn't have mountainwalk.
"Kobolds are harmless." —Bearand the Bold, epitaph
Flying
, : This creature deals 1 damage to target attacking or blocking creature.
Noted neither for their good looks nor their charm, Crimson Manticores can be fearsome allies. As dinner companions, however, they are best left alone.
The Crookshank military boasts a standing army of nearly twenty-four million, give or take twenty-two million.
Cast this spell only during combat before blockers are declared.
Untap target attacking creature and remove it from combat. Gain control of that creature until end of turn.
One or more target creatures become red until end of turn.
Enchant creature
Enchanted creature has vigilance.
Warriors of the Tsunami-nito School spend years in training to master the way of effortless effort.
Flip Falling Star onto the playing area from a height of at least one foot. Falling Star deals 3 damage to each creature it lands on. Tap all creatures dealt damage by Falling Star. If Falling Star doesn't turn completely over at least once during the flip, it has no effect.
Tap all creatures blocking target attacking creature. Prevent all combat damage that would be dealt this turn by that creature and each creature blocking it.
Flying
If this creature would die, return it to its owner's hand instead. Until that player's next turn, that player plays with that card revealed in their hand and can't play it.
"The bird of wonder dies, the maiden phoenix,/ Her ashes new-create another heir/ As great in admiration as herself." —William Shakespeare, King Henry the Eighth
Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)
The Frost Giants have been out in the cold a long, long time, but they have their rage to keep them warm.
Enchant creature
Enchanted creature gets +2/+2.
"O! it is excellent/ To have a giant's strength, but it is tyrannous/ To use it like a giant." —William Shakespeare, Measure for Measure
Target blocking Wall you control gets +10/+0 until end of combat. Prevent all damage that would be dealt to it this turn. Destroy it at the beginning of the next end step.
All creatures lose flying.
On the morning of the Battle of Gal-Shan, the Sorcerer's cry rang out: "Let no bird fly, let no creature take wing, let all the battle join as one."
: You may tap or untap target artifact an opponent controls.
"The smith a mighty man is he/ With large and sinewy hands./ And the muscles of his brawny arms/ Are strong as iron bands."
—Henry Wadsworth Longfellow, The Village Blacksmith
Enchant creature
Enchanted creature gets +2/-2.
Other Kobold creatures you control get +0/+1 and have trample.
"Joining this army is easy, boy. Just survive your first battle."
First strike
Other Kobold creatures you control have first strike.
"One for all, all for one; we strike first, and then you're done!" —Oath of the Kobold Musketeers
Other Kobold creatures you control get +1/+0.
The Taskmaster knows that there is no cure for the common Kobold.
Kher Keep is unique among fortresses: impervious to aerial assault but defenseless from the ground.
Discard a card: If the discarded card was a land card, this enchantment deals 2 damage to target player or planeswalker. Any player may activate this ability.
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
Protection from white
The Yeti's single greatest asset is its unnerving ability to blend in with its surroundings.
This creature attacks each combat if able.
At the beginning of your upkeep, put a +1/+1 counter on this creature. Then you may pay , where X is the number of +1/+1 counters on it. If you don't, tap this creature and it deals X damage to you.
The thick, moving mass from the beginning of evolution swallows and digests the animate and inanimate as it unthinkingly strives to continue its existence.
Pyrotechnics deals 4 damage divided as you choose among any number of targets.
"Hi! ni! ya! Behold the man of flint, that's me!/ Four lightnings zigzag from me, strike and return." —Navajo war chant
: If target Plains is tapped for mana, it produces colorless mana instead of white mana. (This effect lasts indefinitely.)
"O Great Captain, all is lost. They tunneled, they burrowed, they trenched. They sapped the strength of our defenses."
—Sorgus, Chronicles of the Quarum Plains
"Sometimes the bulls win, and sometimes the bears win. But the bulls have more fun."
—Anonymous
: Destroy target blue creature.
"Striking silent as a dream,/ Cutting short the strangled scream . . ." —Tobrian, "Watchdragon"
At the beginning of each player's upkeep, this enchantment deals X damage to that player, where X is 4 minus the number of cards in their hand.
Remove this card from your deck before playing if you're not playing for ante.
, Sacrifice this creature: Target opponent may pay 10 life. If that player doesn't, they reveal a card at random from their hand. Exchange ownership of the revealed card and Tempest Efreet. Put the revealed card into your hand and Tempest Efreet from anywhere into that player's graveyard. This change in ownership is permanent.
Enchant creature
Enchanted creature gets +1/+0.
: Regenerate enchanted creature.
"Union may be strength, but it is mere blind brute strength unless wisely directed." —Samuel Butler
Defender (This creature can't attack.)
Whenever this creature blocks a creature, that creature can't attack during its controller's next turn.
An ever-moving swarm of dust engulfs and disorients anything that comes near.
Defender (This creature can't attack.)
The ground shuddered violently and the earth seemed to come to life. The elemental force contained in the vast wall of earth was trapped, bent to its controller's will.
Defender (This creature can't attack.)
At a distance, we mistook the sound for a waterfall . . .
Defender (This creature can't attack.)
: This creature gets +1/+0 until end of turn.
Like so many obstacles in life, the Wall of Opposition is but an illusion, held fast by the focus and belief of the one who creates it.
Each player shuffles the cards from their hand into their library, then draws that many cards.
"'Tis the set of sails, and not the gales,/ Which tells us the way to go." —Ella Wheeler Wilcox
Whenever this creature blocks or becomes blocked by a creature, that creature becomes green. (This effect lasts indefinitely.)
Creatures can't attack a player unless that player cast a spell or put a nontoken permanent onto the battlefield during their last turn.
Counter target instant or Aura spell that targets a permanent you control.
Unpredictable in the extreme, these carnivorous apes will prey even upon their own kind.
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
These stealthy felines have survived so many battles that some believe they must possess many lives.
Enchant creature you control
When this Aura enters, tap enchanted creature and put three pupa counters on this Aura.
Enchanted creature doesn't untap during your untap step if this Aura has a pupa counter on it.
At the beginning of your upkeep, remove a pupa counter from this Aura. If you can't, sacrifice it, put a +1/+1 counter on enchanted creature, and that creature gains flying.
All creatures have haste.
Trample
Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)
Harthag gave a jolly laugh as he surveyed the army before him. "Ho ho ho! Midgets! You think you can stand in my way?"