Enchant creature
Enchanted creature can't be blocked except by Walls.
Verick held his breath. Breathing wouldn't reveal his position, but it would force him to smell the goblins.
[+1]: Look at the top two cards of your library. Put one of them into your graveyard.
[−3]: Return another target nonland permanent to its owner's hand.
[−8]: Each player shuffles their hand and graveyard into their library. You draw seven cards.
Draw three cards.
"Brute force can sometimes kick down a locked door, but knowledge is a skeleton key."
, , Sacrifice another creature: Reveal cards from the top of your library until you reveal a nonlegendary creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
"You can become anything if I just put my mind to it."
This creature gets +1/+1 as long as you control a Swamp.
: Target creature gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
Flying
Whenever this creature or another creature you control enters, tap target creature an opponent controls.
"It's a truly disconcerting sight to see their shadows cast upon the deck."
—Captain Triff
Flying
Whenever this creature deals combat damage to a player, choose a card in your hand. That player guesses whether the card's mana value is greater than 4. If the player guessed wrong, you may cast the card without paying its mana cost.
Designed by David Sirlin
You may have this creature enter as a copy of a creature you control, except it has ": Return this creature to its owner's hand."
The king went off to find himself. Imagine his terror when he succeeded.
Whenever you attack with two or more creatures, draw a card.
To know the battlefield is to anticipate the enemy. To know the enemy is to anticipate victory.
Target opponent mills seven cards.
"Your mind was a curious mix of madness and genius. I just took away the genius."
—Jace Beleren
Counter target noncreature spell.
Masters of the arcane savor a delicious irony. Their study of deep and complex arcana leads to such a simple end: the ability to say merely yes or no.
Flying (This creature can't be blocked except by creatures with flying or reach.)
The people of the Sevick Isles have a unique understanding of the term "ominous clouds."
Other blue creatures you control get +1/+1.
, : Another target blue creature you control gains flying until end of turn.
Return target creature you control and target creature you don't control to their owners' hands.
"Soulless demon, you are bound to me. Now we will both dwell in oblivion."
Until end of turn, each creature target player controls loses all abilities and becomes a blue Frog with base power and toughness 1/1.
"The flies were bothering me."
—Jalira, master polymorphist
Flash (You may cast this spell any time you could cast an instant.)
Flying
When this creature enters, sacrifice it unless you return another creature you control to its owner's hand.
, : Draw a card, then discard a card.
There are many words and phrases that can cause an experienced wizard to tremble in fear. Chief among them is "oops."
Flying
: Draw a card for each color among permanents you control.
, Exile this card from your graveyard: Draw a card for each color among permanents you control.
Counter target spell. If you control a blue creature, draw a card, then discard a card.
"Pyrotechnic activity of any sort is strictly prohibited. It is irrelevant that today is a holiday."
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
All lands are Islands in addition to their other types.
Creatures without flying or islandwalk can't attack.
Until end of turn, target creature loses all abilities and becomes a blue Frog with base power and toughness 1/1.
"Ribbit."
Return target nonland permanent to its owner's hand.
"I've tried so many variations on how to get rid of annoying things that it's hard to decide which one I like best."
—Ashurel, voidmage
Defender
Whenever this creature blocks a creature, that creature doesn't untap during its controller's next untap step.
"I have seen countless petty warmongers gaze on it for a time before turning away."
—Sarlena, paladin of the Northern Verge
Flying (This creature can't be blocked except by creatures with flying or reach.)
This creature can block only creatures with flying.
Sailors have come to regard them as bad luck, for they falsely bring hope of land.
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Many have heard the slither of dragging armor and the soft squelch of its voice. But only its victims ever meet its icy gaze.
When this creature dies, target opponent discards a card at random.
Its last life is spent tormenting your dreams.
, Sacrifice another creature: Put a +1/+1 counter on this creature and you gain 2 life.
It would be ill-mannered to decline his invitation. It would be ill-advised to accept it.
Flying (This creature can't be blocked except by creatures with flying or reach.)
This creature enters tapped.
When carrion feeds on carrion, dark days approach.
Enchant land
Enchanted land has ": Target player loses 3 life."
A forest fire can rejuvenate the land, but the tar's vile consumption leaves the land forever ruined.
Lifelink
Sins that would be too gruesome in the light of day are made more pleasing in the dark of night.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Covenant of Blood deals 4 damage to any target and you gain 4 life.
Enchant creature
Enchanted creature gets -1/-1 and can't block.
"Still alive? No matter. I'll leave you as a warning to others who would oppose me."
—Vish Kal, Blood Arbiter
, , Pay 1 life: Put a +1/+1 counter on this creature.
, , Remove X +1/+1 counters from this creature: It deals X damage to target creature.
Face of innocence. Hand of death.
Designed by Edmund McMillen
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Put target creature card from a graveyard onto the battlefield under your control.
Enchant creature
Enchanted creature has lifelink and "Whenever a creature an opponent controls dies, put a +1/+1 counter on this creature." (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
At the beginning of each upkeep, if an opponent lost life last turn, put a +1/+1 counter on target creature you control.
"As our numbers dwindle, the ranks of the dead grow ever stronger."
—Thalia, Knight-Cathar
Nonblack creatures get -1/-1 until end of turn.
The death of a scout can be as informative as a safe return.
Destroy target creature. It can't be regenerated.
"Pain is temporary. So is life."
—Liliana Vess
When this creature enters, you may return target creature card from your graveyard to your hand.
A grave is not always for burial.
Destroy all creatures you don't control and all planeswalkers you don't control.
Beyond pain, beyond obsession and wild despair, there lies a place of twisted power only the most tormented souls can reach.
Flying
At the beginning of your upkeep, draw a card unless target opponent sacrifices a creature of their choice or pays 3 life.
The promise of anguish is payment enough for services rendered.
Whenever a Sliver you control attacks, defending player loses 1 life.
"Seeing one slowly devour one of my party begged the question—do they know what cruelty is?"
—Hastric, Thunian scout
[+1]: Target player discards a card.
[−2]: Search your library for a card, then shuffle and put that card on top.
[−8]: Put all creature cards from all graveyards onto the battlefield under your control.
Target player discards two cards.
"It saddens me to lose a source of inspiration. This one seemed especially promising."
—Ashiok
Target creature gains deathtouch until end of turn. Regenerate it. (The next time that creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Flying
When this creature enters, you lose 3 life.
Contrary to popular belief, it's kept aloft by necrogen gas, not the screaming agony of a thousand murdered souls.
When this creature enters, mill three cards.
Zombies and necromancers agree: easy access to brains is preferred.
, Discard a creature card: Draw a card. If the discarded card was a Zombie card, create a tapped 2/2 black Zombie creature token.
The experiments decided to perform some research of their own.
This creature gets +1/+1 as long as you control a Mountain.
: This creature deals 2 damage to any target.
Nightfire turns the greatest weakness of the undead into formidable strength.
Flying, trample
Whenever an opponent searches their library, that player sacrifices a creature of their choice and loses 10 life.
Whenever another creature dies, put a +1/+1 counter on Ob Nixilis.
Designed by Brad Muir
Other black creatures you control get +1/+1.
, : Another target black creature you control gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
When this creature enters, exile target creature card from a graveyard. You gain life equal to that card's toughness.
Is it at the top of the food chain or the bottom?
Pay 2 life: This creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
"My favorite guilty pleasure? Are there innocent ones?"
Target player draws two cards and loses 2 life.
Little agonies pave the way to greater power.
Deathtouch
: Return up to three target creature cards from your graveyard to your hand.
, Exile this card from your graveyard: Return up to three target creature cards from your graveyard to your hand.
Enchant creature
Enchanted creature gets -2/-2.
At the beginning of the upkeep of enchanted creature's controller, that player loses 2 life.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Choose a nonland card name. Search target player's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Kidnappers caught in Havengul are given two choices: languish in prison or become rat catchers. The smart ones go to prison.
Target creature gets -3/-3 until end of turn. You lose 3 life.
"If it were merely lethal, that would be sufficient. The art, however, is in maximizing the suffering it causes."
—Liliana Vess
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Return up to two target creature cards from your graveyard to your hand.
"I'm raising an army. Any volunteers?"