Enchant tapped creature
Enchanted creature doesn't untap during its controller's untap step.
Every living thing has roots in nature. Sometimes nature gets its roots into you.
Prevent all combat damage that would be dealt this turn.
"I fear no army or beast, but only the morning fog. Our assault can survive everything else."
—Lord Hilneth
[+1]: Untap two target lands.
[−1]: Create a 3/3 green Beast creature token.
[−4]: Creatures you control get +3/+3 and gain trample until end of turn.
Target creature gets +3/+3 until end of turn.
Reach (This creature can block creatures with flying.)
The giant spider's silk naturally resists gravity, almost weaving itself as it blankets the forest canopy.
This spell can't be countered.
Protection from blue and from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything blue or black.)
Ineffable and incorruptible.
Create a 2/2 green Wolf creature token for each Forest you control.
The murderous horrors of Raven's Run are legendary, but even that haunted place goes quiet when the night wolves howl.
Shroud (This creature can't be the target of spells or abilities.)
"Do not fire upon it—it is bad luck. And a waste of arrows."
—Alera Benath, Kalonian ranger
: Add .
One bone broken for every twig snapped underfoot.
—Llanowar penalty for trespassing
Whenever an opponent casts a spell, reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, you may put that card on the bottom of your library.
All are prey to the eyes of the wild.
At the beginning of your upkeep, create a 2/2 green Wolf creature token.
: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves.
Target creature gets +7/+7 until end of turn.
May your weapon be no sword forged. May your armor be no metal wrought.
—Elvish saying
Shroud (This creature can't be the target of spells or abilities.)
"I can't claim to hunt all creatures. There are some things in the jungle that simply can't be hunted."
—Garruk Wildspeaker
Whenever an opponent casts a blue or black spell, you may put a +1/+1 counter on this creature.
The more you struggle against its coils, the tighter they get.
Destroy target artifact or enchantment.
If you want to destroy something lifeless, make it live.
Return target permanent card from your graveyard to your hand.
Like nature, the fern spirals back on itself, eternally seeking its own center.
Enchant creature
Enchanted creature gets +3/+3.
"When the beast cloaks itself in the mighty oak, what good is a bow? When the oak wraps itself around the snarling beast, what good is a hatchet?"
—Dionus, elvish archdruid
Creatures you control get +3/+3 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
All creatures able to block this creature do so.
"The desire for its magic horn inspires such bloodthirsty greed that all who see the unicorn will kill to possess it."
—Dionus, elvish archdruid
This creature enters with X +1/+1 counters on it.
If damage would be dealt to this creature, prevent that damage and remove that many +1/+1 counters from it.
Whenever a +1/+1 counter is removed from this creature, put two +1/+1 counters on it at the beginning of the next end step.
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Nature grows solutions to its problems.
Regenerate target creature. (The next time that creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
"This wound shall be like the chills of winter: swiftly forgotten when spring shoots rise."
Bears aren't always as strong and as mean as you imagine. Some are even stronger and meaner.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
"Sometimes I wonder if our weapons and armor are a step backward."
—Soron, rhox pikemaster
Windstorm deals X damage to each creature with flying.
"We don't like interlopers and thieves cluttering our skies."
—Dionus, elvish archdruid
Whenever a player casts a white spell, you may gain 1 life.
If taken, it cuts the hand that clutches it. If given, it heals the hand that holds it.
Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Goblin Warriors and a Goblin Shaman are on the battlefield, each gets +2/+2.)
A banner for bonds of blood or belief.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
Whenever a player casts a black spell, you may gain 1 life.
Its curve mimics the twists of life and death.
Whenever a player casts a red spell, you may gain 1 life.
Though no longer attached to the hand, it still holds its adversary in its grasp.
Equipped creature gets +1/+1 and has deathtouch. (Any amount of damage it deals to a creature is enough to destroy that creature.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
At the beginning of each player's draw step, if this artifact is untapped, that player draws an additional card.
The mine's riches never end, nor do the moans of the spirits doomed to haunt them.
Whenever a player casts a blue spell, you may gain 1 life.
Bright as a mirror, dark as the sea.
Equipped creature gets +2/+4 and loses flying.
Prevent all noncombat damage that would be dealt to equipped creature.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
, Sacrifice this artifact: Choose up to seven face-up exiled cards you own. Exile all the cards from your library, then put the chosen cards on top of your library.
As the glass shattered, forgotten realities and dead memories came flooding back.
Flying
Regardless of the century, plane, or species, developing artificers never fail to invent the ornithopter.
As this artifact enters, choose a card name.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
It disables with pinpoint accuracy.
Flying
You can't lose the game and your opponents can't win the game.
In its heart lies the secret of immortality.
, : This artifact deals 1 damage to any target.
"My masterpiece is complete—and so shall be my triumph."
—Saldrath, master artificer
You have no maximum hand size.
"Everything the wise woman learned she wrote in a book, and when the pages were black with ink, she took white ink and began again."
—Karn, silver golem
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)
Equip
Whenever a player casts a green spell, you may gain 1 life.
A wurm knows nothing of deception. If it opens its mouth, it plans to eat you.
This land enters tapped unless you control a Swamp or a Mountain.
: Add or .
This land enters tapped unless you control an Island or a Swamp.
: Add or .
: Add .
, , Sacrifice this land: Create a 3/4 colorless Gargoyle artifact creature token with flying.
Most knew of the tower's wizard and gargoyle. Few realized which was guardian and which was master.
This land enters tapped unless you control a Plains or an Island.
: Add or .
This land enters tapped unless you control a Mountain or a Forest.
: Add or .
This land enters tapped unless you control a Forest or a Plains.
: Add or .
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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