[+1]: Put a +1/+1 counter on up to one target creature.
[−3]: Target creature gains flying and double strike until end of turn.
[−8]: Create X 2/2 white Cat creature tokens, where X is your life total.
Whenever an enchantment you control enters, create a 2/2 white Cat creature token. If that enchantment is an Aura, you may attach it to the token.
"United, our roar will level mountains."
At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying.
As demons are drawn to suffering, angels are drawn to acts of benevolence.
Defender (This creature can't attack.)
Flying
"The air stirred as if fanned by angels' wings, and the enemy was turned aside."
—Tales of Ikarov the Voyager
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever you gain life, put a +1/+1 counter on each creature you control.
Even the wicked have nightmares.
When this creature enters, you may return target enchantment card from your graveyard to your hand.
"In memories, we can find our deepest reserves of strength."
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield.
"Oathbreaker, I cast you out!"
Enchant creature
: Enchanted creature gets +1/+1 until end of turn.
"Virtue can't survive without strength."
—Ardanna of the Angelic Council
Sliver creatures you control have double strike. (They deal both first-strike and regular combat damage.)
"Their appendages are sharper than our swords and quicker than our bows."
—Hastric, Thunian scout
Choose a color. White creatures you control gain protection from the chosen color until end of turn.
First strike (This creature deals combat damage before creatures without first strike.)
: This creature gets +1/+0 until end of turn.
He protects Benalia as much with his reputation as with his force of arms.
Target player sacrifices an attacking or blocking creature of their choice.
"You were defeated the moment you declared your aggression."
—Gideon Jura
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever this creature attacks, it gets +1/+1 until end of turn.
Four claws, two wings, one beak, no fear.
Target player gains 2 life for each creature on the battlefield.
"In the gathering there is strength for all who founder, renewal for all who languish, love for all who sing."
—Song of All, canto 642
Vigilance (Attacking doesn't cause this creature to tap.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
She crushes darkness beneath her charger's hooves.
Tap any number of untapped creatures you control. Create a 4/4 white Angel creature token with flying for each creature tapped this way.
A prayer to bring demons to their knees.
Enchant creature
When this Aura enters, you gain 3 life.
Enchanted creature gets +1/+3.
With an armory of light, even the squire may champion her people.
First strike (This creature deals combat damage before creatures without first strike.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
This creature can't be the target of black or red spells your opponents control.
Choose one —
• Creatures you control get +2/+0 until end of turn.
• Creatures you control get +0/+2 until end of turn.
"Where metal is tainted and wood is scarce, we are best armed by faith."
—Tavalus, acolyte of Korlis
Flying
Vigilance (Attacking doesn't cause this creature to tap.)
Once a griffin sentinel adopts a territory as its own, only death can force it to betray its post.
Create two 1/1 colorless Sliver creature tokens.
Sliver young are sorted into clutches according to their potential and their future role. Human scholars can only guess how those are determined.
Creatures your opponents control enter tapped.
Some are born to rule. The rest are born to bow before them.
Enchant permanent
Enchanted permanent has indestructible. (Effects that say "destroy" don't destroy that permanent. A creature with indestructible can't be destroyed by damage.)
"By all means, keep trying."
Whenever this creature attacks, tap target creature defending player controls.
Choose your battles carefully. For example, avoid the big guy.
Enchant creature
Enchanted creature can't attack or block.
For the first time in his life, Grakk felt a little warm and fuzzy inside.
As long as your life total is greater than or equal to your starting life total, creatures you control get +1/+1.
Whenever one or more creatures you control attack, you gain life equal to the number of attacking creatures.
Prevent all damage a source of your choice would deal this turn.
"Out of this nettle, danger, we pluck this flower, safety."
—William Shakespeare,
King Henry IV, Part I
"You old, immobile clod! If I could stuff your doltish head with knowledge, I'd do it just so someone else could fully comprehend what your stubbornness has cost me!"
—Bruse Tarl, Goma Fada nomad
Destroy all nonland permanents.
Sliver creatures you control have vigilance. (Attacking doesn't cause them to tap.)
Through its watchful gaze, all slivers may see.
Flying
Prevent all combat damage that would be dealt to this creature.
"Only when my sword lies idle shall I rejoice."
Flying
Vigilance (Attacking doesn't cause this creature to tap.)
Follow the light. In its absence, follow her.
Target creature gets +2/+4 until end of turn.
Cowards watch. Heroes act.
"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
Destroy target artifact or enchantment. You gain 4 life.
"You will be reimbursed for your donation.""The reimbursement is spiritual."
—Temple signs
: You gain 1 life.
"Healing is more art than magic. Well, there is still quite a bit of magic."
Sliver creatures you control get +0/+1.
"Though the slivers may sometimes resemble us, they are not human. Anyone who fights them must remember this."
—Sarlena, paladin of the Northern Verge
: This creature gains vigilance and lifelink until end of turn. (Attacking doesn't cause it to tap. Damage dealt by it also causes you to gain that much life.)
With the Stonehorn, piety and power are one.
Flying
"They are the finest companions in the realm. Swift, clever, and easily trained to hunt intruders."
—Almira, falconer
Defender (This creature can't attack.)
Flying
"When I said we needed more swords to protect the realm, this was not quite what I had in mind."
—Olander, tactician of the Northern Verge
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
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
"Words of power never disappear. They sleep, awaiting those with the will to rouse them."
Creatures displaced from time still turn up every year, stranded by the temporal disaster that once swept across Dominaria.
Counter target spell.
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Six feet of earth muffled his cries.
You may have this creature enter as a copy of any creature on the battlefield.
He knows your strengths, your weaknesses, and the shape of that unfortunate birthmark on your backside.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature attacks, you may exile target creature defending player controls until this creature leaves the battlefield. (That creature returns under its owner's control.)
Early sailors thought they were tricks of the mind or perhaps manatees. As more and more ships were classified as lost to "manatee attacks," the truth began to dawn.
Each creature your opponents control is an Illusion in addition to its other types and has "When this creature becomes the target of a spell or ability, sacrifice it."
"You trust in the shadows of a breeze."
—Noyan Dar, Tazeem lullmage
Return target nonland permanent to its owner's hand.
Gryffid found his way home and resumed life as best he could, constantly hiding his newfound fear of clouds.
Draw two cards.
"The key to unlocking this puzzle is within you."
—Doriel, mentor of Mistral Isle
Enchant creature
You control enchanted creature.
At the beginning of your end step, if enchanted creature's power is 4 or greater, sacrifice this Aura.
When this creature enters, you may exile an instant card from your hand.
, : Copy the exiled card. You may cast the copy without paying its mana cost. X is the mana value of the exiled card.
Counter target creature spell.
"What you attempt to pull from the Æther, I can spread onto the wind."
—Jace Beleren
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
"I'll make ice chimes of your bones."
Sliver creatures you control have flying.
Masters of adaptation, galeriders serve multiple purposes useful to the hive. When they're not patrolling their territories, their majestic wings serve to circulate cool air through the vast hive chambers.
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
"No simple coin toss can solve this riddle. You must think and choose wisely."
—Shai Fusan, archmage
Enchant creature
Enchanted creature gets +4/+4.
When enchanted creature becomes the target of a spell or ability, sacrifice this Aura.
[+1]: Draw a card. Target player mills a card.
[0]: Target player mills ten cards.
[−7]: Any number of target players each draw twenty cards.