When this creature enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
Return target permanent card from your graveyard to your hand. If a creature died this turn, create two 1/1 green Saproling creature tokens.
"We're all food for something in the end."
—Cevraya, Golgari shaman
[+1]: Up to one target creature gets +3/+3 and gains trample until end of turn.
[−2]: Create a 3/3 green Beast creature token. Then if an opponent controls more creatures than you, put a loyalty counter on Garruk.
[−7]: You get an emblem with "At the beginning of your end step, you may search your library for a creature card, put it onto the battlefield, then shuffle."
"It certainly takes after its master: big and brutish, and you can smell it from a mile away."
—Liliana Vess
Hexproof from black
Whenever this creature deals combat damage to a player or planeswalker, look at that many cards from the top of your library. You may reveal a creature card or Garruk planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Reach (This creature can block creatures with flying.)
As long as you've drawn two or more cards this turn, this creature gets +0/+2 and has vigilance. (Attacking doesn't cause it to tap.)
Permanents you control gain hexproof and indestructible until end of turn.
"Wherever the strong would harm the weak, I will be there."
—Ajani Goldmane
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature you don't control.
The hunt ends. Lunch begins.
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on that creature.
For hydras, most problems can be solved with the addition of a few extra heads.
Whenever you draw your second card each turn, create a 2/2 green Cat creature token.
: Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards in your hand.
"Humans bring nothing but suffering and deceit. They are not welcome in my forest."
You gain 4 life. If a creature died this turn, you gain 8 life instead.
"If you believe the God-Pharaoh tests you, charge with me to prove yourself. If you believe he betrayed us all, join with me to fight for tomorrow!"
—Samut, former Tah-crop initiate
When this creature enters, draw a card.
: Add .
The elves of Llanowar look to their past to determine the shape of their future.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever this creature attacks, if you control a creature with power 4 or greater, this creature gets +2/+2 until end of turn.
Defender (This creature can't attack.)
, , Sacrifice a creature with defender: Draw a card.
Nature's way of saying "take the long way home."
When this creature enters, put a +1/+1 counter on target creature you control.
Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Target creature you control gets +X/+X until end of turn. Then it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
The shaman looked at the world through Ghalta's eyes and understood that everything else was his prey.
Whenever you cast a spell that's white, blue, black, or red, put a +1/+1 counter on this creature.
"Never underestimate the ability of natural forces to adapt to unnatural influences."
—Molimo, maro-sorcerer
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
Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Exile target card from a graveyard.
"Yes, nature is stronger. You don't see little buildings sprouting on trees."
—Emmara
Target opponent sacrifices a creature of their choice with flying.
"What did you catch today, my pet? Ah, it looks like a bit of vampire stuck between your teeth."
—Atla Palani, nest tender
At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on this creature and untap it.
"I hope the idiot who introduced these creatures to the jungle was their first meal."
—Opar, veteran guide
At the beginning of your first main phase, add X mana of any one color, where X is the number of Shrines you control.
Beneath bright blossoms
Verdant with spring's rich bounty,
The soul blooms in song.
: 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.
Enchant creature you control
When this Aura enters, draw a card.
Enchanted creature gets +1/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Reach (This creature can block creatures with flying.)
: This creature deals 1 damage to target creature with flying.
"No sight is more beautiful than a clear sky."
Reach
Whenever this creature blocks a creature with flying, this creature gets +2/+0 until end of turn.
"Let's lure the drakes to the webs over the Samok Stand. Keep the spiders content."
—Aurelia
Reach, hexproof from blue
Whenever this creature is dealt damage, you gain 1 life and create a 1/1 green Saproling creature token.
It spins its web throughout the undercity, strange growths sprouting in its wake.
, Sacrifice this creature: Destroy target artifact or enchantment.
It cares more about preserving the herd's territory than about preserving itself.
Target creature gets +4/+4 until end of turn.
The massive dominate through might. The tiny survive with guile. Beware the tiny who become massive.
Scry 3, then reveal the top card of your library. If it's a creature or land card, draw a card. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Scents fade and footprints wash away, but some trails can never be erased.
When this creature enters, choose one —
• Put a +1/+1 counter on this creature.
• You gain 4 life.
Its exploits are the stuff of legends among local chefs and fuel for nightmares among the forest thallids.
Vigilance (Attacking doesn't cause this creature to tap.)
Whenever this creature becomes the target of a spell or ability an opponent controls, you may draw two cards.
Weak and strong alike seek shelter beneath its branches.
This creature enters with X +1/+1 counters on it.
Whenever one or more +1/+1 counters are put on another non-Hydra creature you control, put a +1/+1 counter on this creature.
When this creature enters, you may search your library for a card named Alpine Watchdog and/or a card named Igneous Cur, reveal them, put them into your hand, then shuffle.
Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of other attacking creatures.
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on that creature instead.
When this creature dies, you gain life equal to its power.
"I have faith in your potential."
At the beginning of combat on your turn, you may sacrifice another creature. If you do, this creature gets +2/+2 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Create an X/X blue and red Weird creature token, where X is the number of instant and sorcery cards in your graveyard. Then you may return an instant or sorcery card from your graveyard to your hand. Exile Experimental Overload.
Explosions aren't necessarily failures, just a different kind of success.
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
At the beginning of your end step, if you gained 3 or more life this turn, each opponent loses 3 life.
"Just a nibble for now. I wouldn't want to ruin my appetite."
: Add for each creature with power 4 or greater you control.
: This creature deals damage equal to its power to target player or planeswalker.
"My roots are ash, my heart a smoldering ember. What I could not protect, I will avenge."
Whenever you draw a card, put a +1/+1 counter on this creature.
"The enlightenment I never found in etherium I have found traced in the coatl's scales."
—Ranalus, vedalken heretic
Flash
When Niambi enters, you may return another target creature you control to its owner's hand. If you do, you gain life equal to that creature's mana value.
, , Discard a legendary card: Draw two cards.
: Draw a card, then discard a card.
, , Sacrifice this creature: Return target creature card from your graveyard to the battlefield.
No one is as dedicated to perfection as a stitcher working on their latest masterpiece.
During your turn, Radha has first strike.
You may look at the top card of your library any time, and you may play lands from the top of your library.
: Radha gets +X/+X until end of turn, where X is the number of lands you control.
At the beginning of your upkeep, you may search your library and/or graveyard for a Shrine card and put it onto the battlefield. If you search your library this way, shuffle.
If a triggered ability of another Shrine you control triggers while you control six or more Shrines, that ability triggers an additional time.
At the beginning of your end step, if a creature died this turn, draw a card.
Rumors swirl of a pair of deadly Golgari assassins known only as the Left and Right Hands of the Ochran.
Flying
Creature spells with flying you cast cost less to cast.
Whenever another creature you control with flying enters, this creature gets +1/+1 until end of turn.
You may spend mana as though it were mana of any color.
: Add .
, : Draw a card for each color among permanents you control.
Visitors marvel at its design, unaware of the other world that inspired it.
When this creature enters, if you control two or more nonland, nontoken permanents with the same name as one another, create a 4/4 colorless Construct artifact creature token.
Who would you trust to watch your back more than yourself?
: Put target card from your graveyard on the bottom of your library.
Many names and many memories bound together in grim purpose.
This creature enters tapped.
It was built to withstand the ages, but no one remembers who built it or why it keeps its eternal watch.
, Put a page counter on this artifact: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
, , Put a page counter on this artifact: Draw a card.
When there are four or more page counters on this artifact, exile it. If you do, you gain 4 life.
When this artifact enters, it deals 2 damage to any target.
: Add one mana of any color.
"And if I'm lying," he began . . .
: Add .
The myr are like the Glimmervoid: blank canvases on which to build grand creations.
: Add one mana of any color.
Even its shadow is a dazzling rainbow.
Equipped creature gets +1/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"Sometimes the only difference between a martyr and a hero is a sword."
—Captain Sisay, Memoirs
, , Sacrifice this artifact: It deals 3 damage to target creature.
"These terms are acceptable to House Dimir. Shall we shake on it?"
Flying
When this creature enters, draw a card.
The municipal senate makes extensive use of the thopters, mostly to gather dirt on rival senators.
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
As an additional cost to cast this spell, discard a card.
Protection from planeswalkers
: This creature deals 1 damage to target planeswalker.
: This creature gains indestructible until end of turn.