Hornet Sting deals 1 damage to any target.
It was only then—to his infinite sorrow—that Gork realized hornets don't make honey.
Any number of target players each gain 6 life.
Those who kill a jawspur rhino must prepare spells to lift the carcass—even a dozen hunters can't lift its bulk.
If this card is in your opening hand, you may begin the game with it on the battlefield.
Creatures you control get +0/+1.
Whenever a creature you control enters, you may gain 1 life.
: Add .
One bone broken for every twig snapped underfoot.
—Llanowar penalty for trespassing
When this creature dies, create two 2/2 green Ooze creature tokens. They have "When this token dies, create two 1/1 green Ooze creature tokens."
Destroy target artifact or enchantment.
"Nature does not need adornment."
—Garruk Wildspeaker
Return target permanent card from your graveyard to your hand.
Snail shell, fern, tornado—the world connects all things in form.
When this creature enters, you gain 4 life.
If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.
Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.
Destroy target creature with flying.
"You are the grandest of all," said the archdruid to the trees. They became so proud of bark and branch that they suffered no creature to fly overhead or perch upon a bough.
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
When enchanted creature attacks or blocks, sacrifice this Aura.
Trample
Whenever this creature enters or attacks, you may search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
When nature calls, run.
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.
"Nature has grown tired of the impositions of men and will begin to outfit its creations with tools for bloody instruction."
—Hadi Kasten, Calla Dale naturalist
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
"I raised my bow, and the wolf stared at me. Under its gaze, my finger would not release the string."
—Aref the Hunter
"They're as much like plants as animals. Leave them unchecked, and they'll choke out all other forms of life."
—Hadi Kasten, Calla Dale naturalist
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
"Not all paths are found on the forest floor."
Defender (This creature can't attack.)
Reach (This creature can block creatures with flying.)
Like all jungle plants, the vines must fight and claw for sunlight. Once their place is secured, they grow strong, sharp, and impenetrable.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Anywhere else, colossal. In the forests of Yavimaya, commonplace.
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.
, , Exile this artifact: Exile target creature.
"In my early experiments in phylactery, I found that fragile forms have their uses."
—Rocati, Duke of Martyne
, : Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
It glints with arcane truths to those who know how to glimpse them.
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.
"If there is a fire that never ceases to burn, it surely lies in the maw of a dragon."
—Sarkhan Vol
, : You gain 5 life. Shuffle this artifact and your graveyard into their owner's library.
"Bottled life. Not as tasty as I'm used to, rather stale, but it has the same effect."
—Baron Sengir
Defender (This creature can't attack.)
: Until end of turn, this creature loses defender and gains flying.
"Do not mistake a quiet rampart for one that is unguarded. Some things stir only when they need to."
—Bonovar, siege commander
At the beginning of your upkeep, this artifact deals 2 damage to you.
Sacrifice a creature: Target opponent gains control of this artifact.
"Please, honored friend, take it with my compliments. I insist."
This creature attacks each combat if able.
This creature can't be blocked by Walls.
The mighty city of An Karras, with its rich history, built over thousands of years, fell in three hours.
Whenever a player casts a blue spell, you may gain 1 life.
It's seen the wonders of entire worlds trapped in the depths of a bottomless ocean.
Flying
Regardless of the century, plane, or species, developing artificers never fail to invent the ornithopter.
Flying
You can't lose the game and your opponents can't win the game.
She is the apex of the artificer's craft, the spirit of the divine called out of base metal.
, : Flip a coin. If you win the flip, sacrifice this artifact and draw three cards.
Simun the Quiet filled the chest with his most precious thoughts. But in a fit of paranoia, he locked up the memory of where he hid the key.
: Put a +1/+1 counter on each artifact creature you control.
"The world is already run by all manner of machines. One day, they'll remind us of that fact."
—Sargis Haz, artificer
The sculptor, like most artists, put his heart and soul in his work. But the newly awakened golem decided he wanted his creator's other, more tangible parts.
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste.
Equip
When wielded by a true believer, it matters little whether the sword is a relic or a replica.
: Each player draws a card.
Enlightenment is not gained by striking the bell or hearing its toll. It's found in the silence that follows.
This creature enters with three +1/+1 counters on it.
Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
"Why do bad things always come in threes?"
—Gisulf, expedition survivor
, : Untap target artifact.
The missing piece to every puzzle.
Equipped creature gets +3/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
To split wood with it would be sacrilege. This tool has but one purpose, and that is war.
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.
"The great wurm bit down on me. Instead of being crunched bloody, I slid into the space where its tooth was missing. One tooth—a boon most potent, indeed."
—The Tall Tales of Oleander
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 .
This land enters tapped unless you control a Plains or an Island.
: Add or .
: Add .
, : Exile target attacking creature an opponent controls. At the beginning of the next end step, return it to the battlefield tapped under its owner's control.
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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