[+1]: You gain 2 life.
[−1]: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
[−6]: Create a white Avatar creature token. It has "This token's power and toughness are each equal to your life total."
At the beginning of your upkeep, you may gain 1 life.
"He hasn't returned to the Cloud Forest. But I can still sense his calming presence."
—Zaliki of Naya
Whenever you gain life, put a +1/+1 counter on this creature.
"When one of us prospers, the pride prospers."
—Jazal Goldmane
Flying
Each opponent who cast a spell this turn can't attack with creatures.
Each opponent who attacked with a creature this turn can't cast spells.
Enchant creature
Enchanted creature gets +1/+1 for each Plains you control and has flying.
With skill and strength honed upon the prairie, Naxtil won his battles high above it.
Flying
"Fine soldiers guarded the northern front. They waited for two-legged foes and left the skies unheeded."
—General Avitora
Flying, first strike, lifelink, protection from Demons and from Dragons
Some angels protect the meek and innocent. Others seek out and smite evil wherever it lurks.
, : Tap target creature.
"I carry the light of truth. Do not pity those it blinds, for they never had eyes to see."
Exile target black or red permanent.
"They say only the good die young. Obviously, you are one of the exceptions."
—Delrobah, cleric of Ivora Gate
Flying
First strike (This creature deals combat damage before creatures without first strike.)
Each crusader bonds with a griffin fledgling while still a child, and the two grow up as siblings.
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.
"No doubt the arbiters would put you away, after all the documents are signed. But I will have justice now."
—Alovnek, Boros guildmage
Destroy all creatures.
The vanguard is skilled at waging war alone. The enemy is often defeated before its reinforcements reach the front.
Put target creature on top of its owner's library.
"Our law prohibits capital punishment. We believe even the gravest offenders have the chance to redeem themselves."
—Torian Sha, soul warden
Flying
Whenever this creature blocks, you may gain 4 life.
"Little moth, fluttering bright,
What luck will you bring tonight?"
—Benalish children's rhyme
Enchant creature
Enchanted creature gets +1/+2.
"Born under the sun, the first child will seek the foundation of honor and be fortified by its righteousness."
—Codex of the Constellari
White creatures you control get +1/+1.
Together the soldiers were like a golden blade, cutting down their enemies and scarring the darkness.
: Target attacking creature gets +1/+1 until end of turn.
"Any fool can pick up a sword and charge into battle. To emerge alive at the end, that is a gift that comes from leadership and experience."
Creatures you control get +2/+1 until end of turn.
"Impossible! How could they overwhelm us? We had barricades, war elephants, . . . and they were barely a tenth of our number!"
—General Avitora
First strike (This creature deals combat damage before creatures without first strike.)
Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.)
If this card is in your opening hand, you may begin the game with it on the battlefield.
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Target creature gets +2/+2 and gains flying until end of turn.
"The southern fortress taken by invaders? Heh, sure . . . when elephants fly."
—Brezard Skeinbow, captain of the guard
Enchant creature
Enchanted creature can't attack or block.
For the first time in his life, Grakk felt a little warm and fuzzy inside.
This creature can block any number of creatures.
"I'm not nearly as bothered by being outnumbered as I am by their foul stench."
Defender (This creature can't attack.)
When this creature dies, create a 3/3 white Bird creature token with flying.
Prevent all damage that would be dealt to you and creatures you control this turn.
With one flap of her wings, the angel beat back the fires of war.
Flying
Vigilance (Attacking doesn't cause this creature to tap.)
Perfect justice in service of a perfect will.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
As long as you have 30 or more life, this creature gets +5/+5 and has flying.
"The walls of the wicked will fall before us. Ready the siege engines. We proceed to war!"
—General Avitora
Your opponents can't cast spells this turn.
"Take a quiet moment to reflect on your sins."
—Cleph, Order of Redeemed Souls
"In the wild, white fur like mine is an aberration. We lack natural camouflage, but the inability to hide encourages other strengths."
—Ajani Goldmane
Destroy target artifact or enchantment. You gain 4 life.
"A relic donation is suggested."
"The suggestion is mandatory."
—Temple signs
Flying
When this creature enters, you may search your library for up to three cards named Squadron Hawk, reveal them, put them into your hand, then shuffle.
Flying
"At summer's end, the pegasus herd stampedes across the sky. Their silent footfalls taunt the clouds and bid the rains to come."
—Stormfront fable
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
A blazing sun that never sets.
When this creature enters, you gain 3 life.
If they succeed in their holy work, their order will vanish into welcome obscurity, for there will be no more souls to redeem.
Flying
: Prevent the next X damage that would be dealt to you this turn. If damage is prevented this way, this creature deals that much damage to target player or planeswalker.
When this creature enters, you may destroy target enchantment.
"Let nothing take away from the purity of swords clashing or of arrows taking flight toward the breast of evil."
First strike (This creature deals combat damage before creatures without first strike.)
Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
Flying
Farmers typically keep their flocks at thirteen sheep—one to distract the griffins while they take the other twelve to market.
When this creature enters, return target creature to its owner's hand.
Some mages do their best work in solitude. Others do their best work creating it.
Flying
: Tap target creature with flying.
"Wind is forceful, yet ephemeral. It can knock a dragon out of the sky, yet pass through the smallest crack unhindered."
—Jestus Dreya, Of Elements and Eternity
: Target creature an opponent controls attacks you this turn if able.
"The ground polluted floats with human gore,
And human carnage taints the dreadful shore
Fly swift the dangerous coast: let every ear
Be stopp'd against the song! 'tis death to hear!"
—Homer, The Odyssey, trans. Pope
Creatures displaced from time still turn up every year, stranded by the temporal disaster that once swept across Dominaria.
Flying
When this creature enters, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Flying
More so than "storm" or "pirate," "drake" is the word a sailor least wants to hear.
Return target instant or sorcery card from your graveyard to your hand.
"It's hard to say which is more satisfying: the search for that missing piece or fitting that piece into place."
—Evo Ragus
Counter target spell.
You may have this creature enter as a copy of any creature on the battlefield.
The shapeshifter mimics with a twin's esteem and a mirror's cruelty.
Flying
This creature can block only creatures with flying.
"The sky teems with just as much life as the forest or the deep seas."
—Hadi Kasten, Calla Dale naturalist
Flying
Whenever this creature attacks, each player chooses a card name. Then each player reveals the top card of their library. If the card a player revealed has the name they chose, that player puts it into their hand. If it doesn't, that player puts it on the bottom of their library.
Target creature has base power and toughness 1/1 until end of turn.
"'That was a narrow escape!' said Alice, a good deal frightened at the sudden change, but very glad to find herself still in existence."
—Lewis Carroll,
Alice's Adventures in Wonderland
Counter target red or green spell.
"Your downfall was not your ignorance, your weakness, or your hubris, but your warm blood."
—Heidar, Rimewind master
Scry 4, then draw two cards.
Two eyes to see what could be, two eyes to see what will.
Whenever this creature becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays .
Whenever this creature enters or attacks, tap target permanent. It doesn't untap during its controller's next untap step.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
This creature can't attack unless there are five or more Islands on the battlefield.
Like most giant monsters villagers worship as gods, it proves a fickle master.
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
When enchanted creature becomes the target of a spell or ability, destroy this Aura.
[+2]: Each player draws a card.
[−1]: Target player draws a card.
[−10]: Target player mills twenty cards.
Whenever you draw a card, you may have target player mill a card.
"You should try to clear your mind of idle thoughts. And if you can't, I will."
Draw three cards.
"Brute force can sometimes kick down a locked door, but knowledge is a skeleton key."