Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.)
"Rage courses in every heart, yearning to betray its rational prison."
—Sarkhan Vol
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters with a +1/+1 counter on it.)
First strike (This creature deals combat damage before creatures without first strike.)
One thing's for sure—his fists are harder than your skull.
[+1]: Chandra deals 1 damage to any target.
[−2]: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
[−6]: Chandra deals 6 damage to each of up to six targets.
Chandra's Outrage deals 4 damage to target creature and 2 damage to that creature's controller.
Chandra never believed in using her "inside voice."
Flying
Haste (This creature can attack and as soon as it comes under your control.)
Whenever an opponent is dealt damage by a red instant or sorcery spell you control or by a red planeswalker you control, return this card from your graveyard to your hand.
Whenever a creature without flying attacks you or a planeswalker you control, this enchantment deals 1 damage to that creature.
"Which do you think is a better deterrent: a moat of water or one of fire?"
—Chandra Nalaar
This spell can't be countered.
Combust deals 5 damage to target white or blue creature. The damage can't be prevented.
: Target creature you control gains haste until end of turn. (It can attack and this turn.)
"We wield the fires of rage. War is our blood and destruction our birthright."
—Crimson creed
: This creature gets +1/+0 until end of turn.
There's nothing more exciting than a game of fetch the still-beating heart.
This spell costs more to cast for each target beyond the first.
Fireball deals X damage divided evenly, rounded down, among any number of targets.
Enchant creature
: Enchanted creature gets +1/+0 until end of turn.
The mage breathed in life-giving air and breathed out death-bringing fire.
Flying
Whenever this creature attacks, you may pay . If you do, it deals X damage to any target.
He marks his territory with fire and wrath, etching the mountainside with his charring breath.
As an additional cost to cast this spell, sacrifice a creature.
Fling deals damage equal to the sacrificed creature's power to any target.
About halfway to the target, Snukk vowed that he had been tricked for the last time.
Bloodthirst 6 (If an opponent was dealt damage this turn, this creature enters with six +1/+1 counters on it.)
Flying
"Careful. A drop of blood here means death for us all."
—Kalek, mountain guide
When this creature dies, you may have it deal 1 damage to any target.
With great power comes great risk of getting yourself killed.
: Flip a coin. If you win the flip, this creature deals 2 damage to any target. If you lose the flip, this creature deals 2 damage to itself.
Haste (This creature can attack and as soon as it comes under your control.)
Other Goblin creatures you control get +1/+1 and have haste.
"It's time for the 'Smash, Smash' song!"
: This creature deals 1 damage to target player or planeswalker.
A rock between your eyes hurts. A burning rock between your eyes ruins your whole day.
As an additional cost to cast this spell, sacrifice a Goblin.
Goblin Grenade deals 5 damage to any target.
Don't underestimate the aerodynamic qualities of the common goblin.
Once he'd worked out which end of the thing was sharp, he was promoted to guard duty.
: Target creature with power 2 or less can't be blocked this turn.
"The best way over the mountain is through."
Enchant creature
Enchanted creature gets +2/+2 and has haste.
"The secret to our war paint is hot peppers and stinkbugs. Lots of stinkbugs."
—Skab, goblin secretkeeper
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters with two +1/+1 counters on it.)
Some of the eleven minotaur clans of Mirtiin are expert crafters and learned philosophers. Others just like to hit stuff.
, , Exile two cards from your graveyard: This creature deals 2 damage to any target.
"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."
Incinerate deals 3 damage to any target. A creature dealt damage this way can't be regenerated this turn.
"Spontaneous combustion is a myth. If you burst into flame, someone wanted you to."
—Chandra Nalaar
: This creature gets +1/+0 until end of turn.
Whenever this creature enters or attacks, it deals 3 damage divided as you choose among one, two, or three targets.
Lava Axe deals 5 damage to target player or planeswalker.
It can chop down a redwood in a single stroke. Your sternum isn't going to fare any better.
Haste (This creature can attack and as soon as it comes under your control.)
"Oh, it's easy enough to kill, but I'm not going anywhere near it."
—Norin the Wary
Whenever a player taps a land for mana, this enchantment deals 1 damage to that player.
"I don't know why people say a double-edged sword is bad. It's a sword. With two edges."
—Kamahl, pit fighter
When this creature enters, destroy target artifact.
It's fun. He doesn't need another reason.
Copy target instant or sorcery spell. You may choose new targets for the copy.
For every action, there is a swifter and more violent reaction.
For each nonland permanent, choose a player at random. Then each player gains control of each permanent for which they were chosen. Untap those permanents.
Sometimes a little chaos is in order.
Shock deals 2 damage to any target.
"The beauty of it is they never see it coming. Ever."
—Razzix, sparkmage
Target creature gets +3/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
It's rather embarrassing to end up with your head mounted over his hearth.
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters with two +1/+1 counters on it.)
Menace (This creature can't be blocked except by two or more creatures.)
Blood is holy to those whose god is War.
Destroy target land. Creatures without flying can't block this turn.
"You will kneel before me, even if I have to split the earth under your feet!"
—Ash Kronor, Keldon warlord
Flying, haste
Sometimes an eruption in Shiv produces something more dangerous than a mere river of molten rock.
Defender (This creature can't attack.)
The foolish try to leap through the unlit spaces. The arrogant believe the fires harmless. The wise find a different door.
Whenever a creature you control enters, it deals damage equal to its power to any target.
"Listen to the roar! Feel the thunder! The Immersturm shouts its approval with every bolt of lightning!"
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When this creature enters, destroy target artifact, enchantment, or land.
Reach
Tap an untapped Spider you control: Search your graveyard and/or library for a card named Arachnus Web and put it onto the battlefield attached to target creature. If you search your library this way, shuffle.
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
At the beginning of the end step, if enchanted creature's power is 4 or greater, destroy this Aura.
Spells you control can't be countered by blue or black spells this turn, and creatures you control can't be the targets of blue or black spells this turn.
The rustling of leaves and a passing shadow are a dryad's only trace.
Flying
: Add one mana of any color.
"The gods used their feathers to paint all the colors of the world."
—Yare-Tiva, warden of Gramur forest
You gain 1 life for each land you control.
"When we fail to see the beauty in every tree, we are no better than humans."
—Saelia, elvish scout
Sacrifice this creature: You gain 4 life.
"Tell the cooks to prepare the fires. Tonight we feast!"
—Tolar Wolfbrother, Krosan tracker
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters with three +1/+1 counters on it.)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
For each creature you control, you may search your library for a creature card with the same name as that creature. Put those cards onto the battlefield, then shuffle.
What's scarier than one of every beast in the forest?
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Dungrove Elder's power and toughness are each equal to the number of Forests you control.
All the trees of the forest are his army, and every leaf his shield.
Other Elf creatures you control get +1/+1.
: Add for each Elf you control.
He knows the name of every elf born in the last four centuries. More importantly, they all know his.
Prevent all combat damage that would be dealt this turn.
It's hard enough to find your way through uncharted wilderness when you can see the tip of your nose.
[+1]: Create a 3/3 green Beast creature token.
[−3]: Draw cards equal to the greatest power among creatures you control.
[−6]: Create a 6/6 green Wurm creature token for each land you control.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Trample
Play with the top card of your library revealed.
You may cast creature spells from the top of your library. (Do this only any time you could cast that creature spell. You still pay the spell's costs.)
Reach (This creature can block creatures with flying.)
"The wild is always changing, but it does have a few constants."
—Garruk Wildspeaker
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
"The forest is my cover and I hold it close. In such a tight embrace, there is no room for wickedness."
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Bone, stone . . . both taste the same to a hungry basilisk.
Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.
"The predator knows the true way of the world. Life is conflict. Only the strong survive."
—Garruk Wildspeaker