Draw three cards, then discard a card.
"As the sky opened up, we ran for shelter. Halfway there I came to the sudden realization that, already soaked, there might be more to gain from experiencing the rain than running from it."
Choose one —
• Draw three cards.
• Return up to two target creatures to their owners' hands.
Charts and instruments work fine, but the best navigators aren't above a spell or two to nudge the tides in a more favorable direction.
Counter target spell. Untap up to four lands.
"The best denials are simply that: a beginning and end unchanged, a dream with no memory."
Whenever you cast a noncreature spell, you may have this enchantment become a 3/3 Sphinx creature with flying in addition to its other types until end of turn.
: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Flying
When this creature enters, return up to one target non-Spirit creature to its owner's hand.
Some who die senseless deaths return as formless spirits, seeking answers where there are none.
Until end of turn, target creature gets +0/+2 and another target creature gets -2/-0.
"Stop locking your knees as you strike! Now stand up and try again."
Enchant creature
When this Aura enters, draw two cards, then discard a card.
Enchanted creature gets +1/+1 and has flying.
Great literature can transport the reader.
At the beginning of your first main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.
Truth lurks in the depths,
Invisible from the shore.
Knowledge inundates.
Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. If this spell was cast from anywhere other than your hand, put each of those cards into your hand instead.
"What is this that is neither future nor past?"
Flying
This creature can block only creatures with flying.
Tap two untapped Spirits you control: Tap target creature you don't control.
The Blessed Sleep doesn't come easily to a mind chained by regrets.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Lost at sea doesn't have to mean lost forever.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever this creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
This spell costs less to cast if you've cast an instant or sorcery spell this turn.
Flying
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, scry 2.
Choose one or more —
• Counter target spell.
• Counter target activated or triggered ability.
• Return target nonland permanent to its owner's hand.
• Create a token that's a copy of target creature you control.
• Target player draws a card.
You may activate loyalty abilities of Teferi on any player's turn any time you could cast an instant.
[+1]: Draw a card, then discard a card.
[−3]: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
[−10]: Take two extra turns after this one.
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
"Fine, you know more than me. But do you have to be such a show-off about it?"
—Chandra Nalaar, to Teferi
, : Draw a card, then discard a card.
Teferi's legacy lives on in Tolaria through the study of time magic and a tradition of irrepressible mischief.
When this enchantment enters, draw a card, then discard a card.
Whenever you draw a card, target opponent mills two cards. (They put the top two cards of their library into their graveyard.)
"Tarassel's sixth law of temporal recursion is easy to understand as long as you know the first seven."
Flying
Whenever you attack with two or more creatures with flying, draw a card.
Fishing boats often follow hunting drakes to find the largest schools of fish.
Whenever you draw a card, you may pay . When you do, you may tap or untap target creature.
"It's contemplative, resourceful, and original. Everything else aside, it's the perfect student."
—Naban, dean of iteration
This creature can't be blocked as long as you've drawn two or more cards this turn.
Sometimes knowledge takes on a life of its own.
Return target spell or creature to its owner's hand.
"Nicely done, Jace. You always were good at disappearing acts."
—Liliana Vess
: Add . Spend this mana only to cast an instant or sorcery spell.
The Vodalian Empire tends to be insular. The scholarly Volshe caste are the exception, using education as an antidote to xenophobia.
Creatures your opponents control get -1/-0.
, Discard this card: Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
On the open sea, there is nowhere to hide.
Defender (This creature can't attack.)
When this creature enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
"What wishes do they grant? Mostly pinching-related ones."
—Omik, superintendent of waterworks
Target creature gets +1/+1 and gains your choice of deathtouch or lifelink until end of turn. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it. Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
When this creature enters, if it entered from your graveyard or you cast it from your graveyard, exile it. If you do, create a 5/5 black Demon creature token with flying.
You draw two cards and each opponent discards two cards. Each player loses 2 life.
There are still places where a smile and a handshake are all you need to seal a deal.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
"Some savor the hunt. I savor the kill."
, : Each opponent loses 2 life. Activate only if a creature died this turn.
"Six consecutive life sentences" takes on a new meaning when necromancy is involved.
This creature gets +X/+0, where X is the greatest power among creature cards in your graveyard.
When this creature enters, mill four cards. (Put the top four cards of your library into your graveyard.)
When this creature enters, you may sacrifice a creature or discard a creature card. If you do, draw a card.
"Even the rats refuse to set foot inside. I fear to think what might be waiting in there."
—Gravedigger's journal
When this creature dies, create a 1/1 green Saproling creature token.
"Nature is not always gentle or kind, but all life begets life."
—Marwyn of Llanowar
Enchant creature
Enchanted creature gets +3/+1, has flying, and is a Demon in addition to its other types.
You may cast this card from your graveyard by paying 3 life and discarding a card in addition to paying its other costs.
Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
Resistance is unthinkable.
Destroy target creature or planeswalker with mana value 3 or less.
"Cruelty? No. This is necessity."
—Kaervek
Flying
: This creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
Destroy target creature or planeswalker.
"In this world, it's kill or be killed. I'd rather not be the latter."
Whenever this creature becomes blocked by a creature, that creature's controller loses 2 life and you gain 2 life.
"First, the darkness fell. Terror came next. After that, only despair remained."
—The Tragedy of Morein
As an additional cost to cast this spell, sacrifice a creature.
Flying
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
When this creature enters, each opponent sacrifices a creature.
Target creature gets -4/-4 until end of turn.
"I welcome the use of even the foulest magic if it will rid us of the monstrosities that plague our world."
—Munda, ambush leader
Search your library for a card, put that card into your hand, then shuffle. You lose 3 life.
As blood touched the empty page, it formed words that seared themselves into the wizard's mind.
Deathtouch
Whenever a creature you control with deathtouch attacks, each opponent loses 1 life and you gain 1 life.
Whenever a creature you control with deathtouch deals damage to a planeswalker, destroy that planeswalker.
Enchant creature
Enchanted creature gets +2/+0 and has "When this creature dies, draw a card."
One who is marked by a demon in life is sure to be remembered as one in death.
Other creatures get -1/-1.
"Defy me and I will burn the flesh from your bones. Betray me and I will steal the breath from your lungs."
Flying
When this creature enters, target opponent reveals their hand. You choose a noncreature, nonland card from it. Exile that card until this creature leaves the battlefield.
[+1]: Each player discards a card. Each opponent who can't loses 3 life.
[−3]: Target creature gets -X/-X until end of turn, where X is the number of cards in your graveyard.
[−7]: You get an emblem with "At the beginning of combat on your turn, put target creature card from a graveyard onto the battlefield under your control. It gains haste."
Zombies you control get +1/+0.
At the beginning of your end step, if a creature died this turn, you may pay . If you do, create a 2/2 black Zombie creature token.
Liliana inspires horror in many and fanatical admiration in a few.
Flash
When this creature enters, draw X cards, where X is the number of creatures that died under your control this turn.
The purple banner of the House of Vess is a symbol of death wherever it's flown.
, Sacrifice this creature: Target opponent discards a card. Activate only as a sorcery.
Servants at Vess Manor are chosen for their strong work ethic and respectful demeanor. Being alive is not required.
This Equipment enters with a soul counter on it.
Equipped creature gets +1/+1 for each soul counter on this Equipment.
Whenever equipped creature dies, put a soul counter on this Equipment.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Flash (You may cast this spell any time you could cast an instant.)
: This creature gets +1/+1 until end of turn.
Her footsteps are whispers, her passage a last breath.
When this creature enters, creatures your opponents control get -2/-2 until end of turn.
Whenever a creature an opponent controls dies, that player loses 2 life.
Target player discards two cards.
Many an inventor has collapsed under the pressure to create a flawless design.
Choose a card name other than a basic land card name. Search target opponent's graveyard, hand, and library for any number of cards with that name and exile them. That player shuffles, then creates a 2/2 black Zombie creature token for each card exiled from their hand this way.
Target player draws cards equal to half the number of cards in their library and loses half their life. Round up each time.
"Oh, don't be so dramatic. When your eyes bleed, and your brain leaks out your ears, then we'll talk about lost sanity."
—Braids, dementia summoner
Choose one —
• All creatures get -2/-2 until end of turn.
• Remove two loyalty counters from each planeswalker.
"Your crops will rot. The air itself will turn against you. You will suffer as I have suffered."
—Karaz, outcast
Return target creature card from your graveyard to the battlefield.
"I love those who are eager to serve."
—Liliana Vess
At the beginning of your first main phase, each opponent loses X life and you gain X life, where X is the number of Shrines you control.
Renounce all limits,
False chains binding potential.
Power knows no bounds.