Trample
This creature enters with four +1/+1 counters on it.
Whenever this creature attacks, double the number of +1/+1 counters on each creature you control.
Even baloths fear its feeding time.
"And all this time I thought we were tracking *it*."
—Juruk, Kalonian tracker
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Victory favors neither the righteous nor the wicked. It favors the prepared.
Sliver creatures you control have ": Add one mana of any color."
"I see in their interconnectedness a strange embodiment of the natural order."
—Dionus, elvish archdruid
Sliver creatures you control get +3/+3.
Even the thrums, the lowliest of slivers, become deadly in its presence.
Destroy target artifact or enchantment.
"When your cities and trinkets crumble, only nature will remain."
—Garruk Wildspeaker
Whenever this enchantment or another enchantment you control enters, you may put a +1/+1 counter on target creature.
"Some gaze upon the forest and see trees. I see true power."
Destroy target creature with flying.
"Let nothing own the skies but the wind."
—Dejara, Giltwood druid
Sliver creatures you control get +1/+1.
No matter how much the slivers change, their collective might remains.
Whenever you cast a creature spell, create a 3/3 green Beast creature token.
Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control.
Landfall — Whenever a land you control enters, you gain 3 life.
Target creature you control gets +1/+1 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
"You don't survive in the wild by standing in plain sight."
—Garruk Wildspeaker
: This creature gets +2/+2 until end of turn. Activate only once each turn.
They make terrible pets . . . unless you don't like your other pets.
In the dim light beneath the vast trees of Deepglade, baloths prowl in search of prey. Their guttural calls are more felt than heard, but their attack scream carries for miles.
This spell can't be countered.
The next creature spell you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters with an additional +1/+1 counter on it.
: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on this creature and you gain 1 life.
In nature, not a single bone or scrap of flesh goes to waste.
Landfall — Whenever a land you control enters, create a 1/1 green Saproling creature token.
"If you threaten its territory, it produces spores. Actually, no matter what you do, it produces spores."
—Hadi Kasten, Calla Dale naturalist
Enchant creature
Enchanted creature gets +2/+2 and has ": Regenerate this creature." (The next time the creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
This creature enters with X +1/+1 counters on it.
When this creature dies, you may distribute a number of +1/+1 counters equal to the number of +1/+1 counters on this creature among any number of creatures you control.
Enchant land
When this Aura enters, you gain 2 life.
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
This creature enters with X +1/+1 counters on it, where X is the amount of life you've gained this turn.
Shepherds in Kalonia know it's better to let sheep roam than have them be trapped when the wurms are feeding.
Windstorm deals X damage to each creature with flying.
"We don't like interlopers and thieves cluttering our skies."
—Dionus, elvish archdruid
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever an opponent casts a blue or black spell during your turn, put a +1/+1 counter on this creature.
As long as you control eight or more lands, this creature gets +4/+4 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Equipped creature gets +0/+3 and has vigilance. (Attacking doesn't cause it to tap.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
An Auriok shield is polished to a mirror finish even on the inside, enabling its bearer to watch foes ahead and behind.
, , Sacrifice a creature: You gain 4 life.
, , Sacrifice a creature named Festering Newt: Each opponent loses 4 life. You gain life equal to the life lost this way.
Artifacts you control have indestructible. (Effects that say "destroy" don't destroy them. Artifact creatures with indestructible can't be destroyed by damage.)
"It is as if this world has been expecting our blessings."
—Elesh Norn, Grand Cenobite
Indestructible (Effects that say "destroy" don't destroy this artifact.)
: Add one mana of any color.
"It reflects the purity of Mirrodin-that-was."
—Koth of the Hammer
As this artifact enters, choose a creature type.
Whenever you cast a spell of the chosen type, put a charge counter on this artifact.
Creatures you control of the chosen type get +1/+1 for each charge counter on this artifact.
, : 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
Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Defender (This creature can't attack.)
When a creature attacks you or a planeswalker you control, if this creature has defender, it loses defender and gains trample.
"At my feet, invasions end."
—Statue inscription
Equipped creature gets +4/+4.
: Until end of turn, this permanent becomes a 4/4 Spirit artifact creature that's no longer an Equipment. Activate only if you control no creatures.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
, : Target player mills two cards.
Minds, like mountains, are never so grand and mighty that they can't be reduced to dust.
If a red instant or sorcery spell you control or a red planeswalker you control would deal damage to a permanent or player, it deals that much damage plus 2 to that permanent or player instead.
An inferno is just a gesture away.
: Put a charge counter on this artifact.
, Sacrifice this artifact: Destroy each nonland permanent with mana value equal to the number of charge counters on this artifact.
This artifact enters with three wish counters on it.
, , Remove a wish counter from this artifact: Search your library for a card, put that card into your hand, then shuffle.
, : This artifact deals 1 damage to any target.
The good news is it's so simple a goblin could use it. The bad news is it's so simple a goblin could use it.
Slivers destroy those who come close to the Skep, the central hive. Shards of torn metal litter the ground as a warning to any artificers inquisitive about the hive's inner workings.
Whenever you cast a black spell or a Swamp you control enters, you gain 1 life.
A symbol of ambition in ruthless times.
Whenever you cast a red spell or a Mountain you control enters, you gain 1 life.
A symbol of passion in indifferent times.
Whenever you cast a blue spell or an Island you control enters, you gain 1 life.
A symbol of sagacity in bewildering times.
Whenever you cast a white spell or a Plains you control enters, you gain 1 life.
A symbol of conviction in uncertain times.
Whenever you cast a green spell or a Forest you control enters, you gain 1 life.
A symbol of ferocity in oppressive times.
, : Copy target triggered ability you control. You may choose new targets for the copy. (A triggered ability uses the words "when," "whenever," or "at.")
Its tines cannot be rung by mere physical force. Only magic of great power can start its eldritch resonance.
, , Discard a card: You gain 4 life.
, , Pay 1 life: Create a 0/1 white Goat creature token.
, , Sacrifice a creature: Return target artifact card from your graveyard to your hand.
, , Sacrifice an artifact: Draw a card.
, Sacrifice this artifact: Target creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
There are worse ways to die, but not many.
: Add .
, , Sacrifice this land: Destroy target nonbasic land.
Every world is a work in progress, constantly reshaped by time, disasters, and even the powerful magic of Planeswalkers.
: Add .
: This land becomes a 2/2 creature with all creature types until end of turn. It's still a land.
Some worlds possess a hidden core where life's essence constantly surges.
: Add .
, : Add one mana of any color.
Untold riches await those who forsake the bustling world to search the secret, silent places.
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