Target creature gets +1/+7 until end of turn.
Inner strength is never seen until it makes all the difference.
At the beginning of combat on your turn, target artifact creature you control gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Most smiths shape metal, but some prefer more delicate materials.
[+1]: Put a +1/+1 counter on each of up to two target creatures.
[−2]: Return target creature card with mana value 2 or less from your graveyard to the battlefield.
[−7]: You get an emblem with "At the beginning of your end step, create three 1/1 white Cat creature tokens with lifelink."
Whenever a creature or planeswalker you control dies, you may sacrifice this enchantment. If you do, create a 4/4 white Avatar creature token with flying.
When a spell or ability an opponent controls causes you to discard this card, if you control a Plains, create a 4/4 white Avatar creature token with flying.
Whenever you gain life, put a +1/+1 counter on this creature.
"When one of us prospers, the pride prospers."
—Jazal Goldmane
Whenever a creature you control enters, you gain 1 life.
"You cannot defend others if your own well-being is neglected."
Flying
When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
She sings for all those who have been silenced.
When this creature enters, target creature gets +2/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Choose one —
• Destroy all creatures.
• Destroy all artifacts and enchantments.
In their final moments, the demons gazed upon grace in its purest form.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
"May the light shine through me to guide the lost."
When this creature enters, you gain 1 life for each creature you control.
"These storied halls are under my protection."
Vigilance (Attacking doesn't cause this creature to tap.)
When this creature enters, create a 2/2 white Knight creature token with vigilance.
"Our duty does not stop at our borders."
Flying
Whenever this creature attacks, you gain 2 life.
The clerics prayed for salvation. The soldiers prayed for victory. Both prayers were answered.
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Law protects but also contains.
Creatures you control get +2/+1 until end of turn.
"Impossible! How could they overwhelm us? We had barricades, war elephants,... and they were barely a tenth of our number!"
—General Avitora
Destroy target artifact or enchantment. You gain 4 life.
"Let go of all that harms you. Cast your burdens into the darkness, and build for the faithful a house of light."
—Song of All, canto 1008
Exile target permanent with mana value 1.
Threefold were his crimes, doubled were his pleas, singular was his fate.
Vigilance (Attacking doesn't cause this creature to tap.)
"Horse? Who needs a horse?"
Enchant creature
Enchanted creature gets +2/+2.
"As long as my faith persists, so shall I."
Enchant creature
When this Aura enters, create a 2/2 white Knight creature token with vigilance. (Attacking doesn't cause it to tap.)
Enchanted creature gets +2/+2 and has vigilance.
When Lena enters, create a 1/1 white Soldier creature token for each nontoken creature you control.
Sacrifice Lena: Creatures you control with power less than Lena's power gain indestructible until end of turn.
"Those who do evil and those who do nothing are equally worthy of contempt."
At the beginning of combat on your turn, if you control three or more creatures, this creature gets +1/+1 until end of turn and you gain 1 life.
The best fighters are skilled in both harming and healing.
Whenever this creature attacks, create two 1/1 white Cat creature tokens with lifelink that are tapped and attacking.
When one leonin hunts, many more are surely nearby.
Loxodons are firm in stature and spirit. No matter the odds, they are always first into battle.
Enchant creature
Enchanted creature can't attack or block.
"Your part in this fight is done, vampire. Get used to your thirst."
Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
For a moment they stood tall, all fear forgotten.
Whenever another creature you control with power 2 or less enters, you may pay . If you do, draw a card.
"In these halls there is no pass or fail. Your true test comes with the first full moon."
Target creature gets +2/+2 and gains flying until end of turn.
"I feel the presence of the God-Pharaoh in the Second Sun, and I rise upon its rays."
Vigilance (Attacking doesn't cause this creature to tap.)
When this creature enters, look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Defender (This creature can't attack.)
As long as this creature is enchanted or equipped, it can attack as though it didn't have defender.
Even the greatest hero begins with nothing.
The leonin of Oreskos are quick to take offense—not because they are thin-skinned but because they are always ready for a fight.
Flying
Whenever this creature attacks, another target attacking creature gains flying until end of turn.
A pegasus chooses its rider, bearing the worthy into the clouds and tossing all others to the ground.
Flying
Sacrifice this creature: Exile target player's graveyard.
A lifetime of keeping up appearances is not enough to earn an eternity of rest.
Flying
At the beginning of each end step, if you gained 5 or more life this turn, create a 4/4 white Angel creature token with flying and vigilance.
: Until end of turn, this creature gets +2/+2 and gains lifelink.
You gain 3 life.
Draw a card.
"A potion is no substitute for a skilled surgeon, but it will hold your bits in."
—Torricks, battlefield medic
Flying
Native to wide prairies and scrublands, falcons occasionally roost in dragon skeletons.
This creature can't be blocked by red creatures.
When this creature enters or becomes the target of a spell or ability an opponent controls, you gain 3 life.
When it passes, order defeats chaos.
Whenever this creature attacks, tap target creature defending player controls.
White as starlight on snow, it appears only on the eve of the winter solstice.
When this creature enters, choose one —
• Remove all counters from target creature. It can't have counters put on it for as long as this creature remains on the battlefield.
• Target opponent loses all counters. That player can't get counters for as long as this creature remains on the battlefield.
Destroy target tapped creature.
"Your death will be a balm, your passing a welcome revision, and all will sigh with peace to know of your demise."
When this creature enters, return target artifact card from your graveyard to your hand.
"Margaret has traveled with me to the end of the world and back."
—Hewen Frit, merchant
Other Knights you control get +1/+1.
: Knights you control gain double strike until end of turn.
"Defeat is no reason for retreat. It is a sign we must redouble our efforts to win this fight."
Enchant creature
Enchanted creature gets +1/+0 and can't be blocked.
If you can't find a doorway, make one.
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Divining the future is easy when you hold the power to sway it.
Flying
Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn.
"My skill sharpens with each beat of my wings."
When this creature enters, create a 1/1 colorless Thopter artifact creature token with flying.
"They say perfection is unattainable, but they said that about flight too."
Counter target creature spell.
Draw a card.
"I can think of worse ways to go. On second thought, maybe not."
—Ludevic, necro-alchemist
Counter target spell.
"I decide what stands in my way."
When this creature becomes the target of a spell, sacrifice it.
This creature can't be blocked except by Spirits.
: Another target creature you control can't be blocked this turn except by Spirits.
Return target nonland permanent to its owner's hand.
It's pointless to hold on when you have nothing to hold on with.
Draw two cards.
"The stars mark your destiny. May you accept the fate thus divulged."
Flying
This creature enters with three wish counters on it.
, Remove a wish counter from this creature: Reveal the top card of your library. You may play that card without paying its mana cost. If you don't, exile it.
Enchant creature
Enchanted creature gets -6/-0.
When enchanted creature blocks, destroy it. (The attacking creature remains blocked.)
The collection didn't have room to expand, so the wizard improvised a solution.
Counter target creature spell.
Dependence on luck is anathema to Kefnet's rigorous studies. Those who hope to escape his maze by chance never succeed.
When this creature enters, return target creature an opponent controls to its owner's hand.
Successful battles start with knowing who's worth fighting.
: This creature can't be blocked this turn.
"Reel it in. No, wait! Throw it back!"
—Gertrude, deep-sea angler
This creature gets +1/+0 as long as you control an artifact.
Young artificers on Kaladesh let their imaginations run wild.
Up to two target creatures can't be blocked this turn.
"Picking locks is for beginners."
Flying
When this creature enters, 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.)
Enchant creature
As this Aura enters, choose a creature.
Enchanted creature is a copy of the chosen creature.