When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
"New growth applies a healing poultice to wounds long scabbed over."
Enchant land
Enchanted land has ": Create a 1/1 green Squirrel creature token."
In the treetops, unseen by many, lurks chittering, skittering death.
Sliver creatures you control have "Whenever this creature deals combat damage to a player, put a +1/+1 counter on it."
The question isn't whether slivers will adapt to a world's perils but whether the world's perils will adapt to slivers.
Destroy target creature with flying.
Cycling (, Discard this card: Draw a card.)
Every bough, branch, and bramble lashed out in defense of the forest.
Enchant creature
Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Whenever this creature attacks, target creature you control gets +1/+1 until end of turn.
Create a 3/3 green Elephant creature token.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
An elephant never forgives.
Reach
When this creature enters, create a 1/2 green Spider creature token with reach.
A forest-wide network of webs brings a hungry couple to captured prey.
Whenever you cast a permanent spell with a mana cost that contains , double the value of X.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains , copy that spell or ability. You may choose new targets for the copy.
Defender
When this creature enters, draw a card.
Each flower identical, every leaf and petal disturbingly exact.
You gain 3 life.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
"Quell your ego and anywhere can be as calm as a hurricane's eye."
Changeling (This card is every creature type.)
Reach
When this creature enters, if there are three or more creature cards in your graveyard, you gain 5 life.
Eight legs carrying endless phobias.
Choose creature or land. Reveal the top four cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest into your graveyard.
Every path leads to discovery.
Trample
Abominable Treefolk's power and toughness are each equal to the number of snow permanents you control.
When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Sliver creatures you control have flying and haste.
Forked tails rustled. Talons clicked. A lone sliver streaked overhead like jagged lightning, and the hive thundered.
Exile the top six cards of your library. You may cast up to two sorcery spells with mana value 3 or less from among them without paying their mana costs. Put the exiled cards not cast this way on the bottom of your library in a random order.
Search your library for a creature card, reveal that card, put it into your hand, then shuffle.
Tribal rivalries and petty disputes were laid aside at Eladamri's summons.
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
, Sacrifice a creature of the chosen type: Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever this creature deals combat damage to a player, that player exiles the top two cards of their library. Until end of turn, you may play those cards without paying their mana costs.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Sliver spells you cast have cascade.
Whenever another creature you control enters, put a +1/+1 counter on that creature.
Catching even a glimpse of one is the start of eight years of good luck.
You can't spend mana to cast this spell.
Convoke, delve (Each creature you tap while casting this spell pays for or one mana of that creature's color. Each card you exile from your graveyard pays for .)
You may cast this card from your graveyard.
Trample
Flash
Flying
When this creature enters, draw a card.
This creature has deathtouch as long as you control at least three other snow permanents.
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever a Ninja you control deals combat damage to a player, draw a card.
Choose two —
• Each opponent sacrifices a creature of their choice.
• Exile all opponents' graveyards.
• Create a 1/1 white and black Spirit creature token with flying.
• You gain 4 life.
Entwine (Choose all if you pay the entwine cost.)
Flying
Once during each of your turns, you may cast an instant or sorcery spell from your graveyard. If a spell cast this way would be put into your graveyard, exile it instead.
"Loss has no meaning here. You cannot take from those who have nothing."
Sliver creatures you control have "When this creature enters, it deals 1 damage to target player or planeswalker and you gain 1 life."
Warm enough to incubate eggs or incinerate those who would eat them.
Trample, haste
Whenever this creature deals combat damage to a player, that player discards two cards.
At the beginning of the end step, sacrifice this creature.
Flash
When this creature enters, you may have it deal damage to target creature or planeswalker equal to the number of Goblins you control.
When dealing with goblins, if it isn't nailed down, it's headed your way.
Destroy target artifact or enchantment.
"Plant every sword. Embrace every soul."
—Trostani
Return X cards at random from your graveyard to your hand. Exile Reap the Past.
The ground cracked and unleashed a thousand years of history at once.
Reach
, Exile a creature card from your graveyard: Create a 1/2 green Spider creature token with reach, then each opponent loses 1 life for each Spider you control.
For each one you see, ten see you.
When this creature dies, you may have it deal damage to any target equal to the number of land cards in your graveyard.
"Those urbanist cobble-roaches won't know what hit them!"
Whenever a creature is exiled from the battlefield, put a +1/+1 counter on this creature.
At the beginning of your end step, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
It watches over every absence.
Flying
Whenever this creature attacks, it deals damage to any target equal to the number of cards you've drawn this turn.
It strikes like a bolt from a brainstorm.
Changeling (This card is every creature type.)
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays .
The call of the sea shapes many souls.
[+1]: Return up to one target land card from your graveyard to your hand.
[−1]: Wrenn and Six deals 1 damage to any target.
[−7]: You get an emblem with "Instant and sorcery cards in your graveyard have retrace." (You may cast instant and sorcery cards from your graveyard by discarding a land card in addition to paying their other costs.)
Sacrifice a creature: Target player mills cards equal to the sacrificed creature's power.
"It is not that you will go mad. It is that you will beg for madness."
—Volrath
Equipped creature gets +3/+0 and is every creature type.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
A weapon forged for every hand.
( can be paid with one mana from a snow source.)
When this artifact enters, draw a card.
, : Add one mana of any color.
Though the Time of Ice has ended, its relics still slumber in New Argive.
, : Create a 2/2 colorless Shapeshifter creature token with changeling. (It is every creature type.)
Changelings can't remember where they came from. They just know it wasn't a cradle.
This creature doesn't untap during your untap step.
, : Put a +1/+1 counter on this creature. ( is the untap symbol.)
When it finishes the harvest, you'll have nowhere to hide.
: Add one mana of any color.
: This artifact becomes a 3/3 Dinosaur artifact creature until end of turn.
Sun Empire priests thought they were digging a well. What they tapped was something different entirely.
( can be paid with one mana from a snow source.)
In colder climates, ice is more obedient than stone.
As an additional cost to cast this spell, discard a card.
: This creature deals 1 damage to target creature.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Suspend 3— (Rather than cast this card from your hand, pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
: Add one mana of any color.
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
, Sacrifice an artifact: Search your library for a Construct card, reveal it, put it into your hand, then shuffle.
Equipped creature gets +2/+2 and has protection from black and from red.
Whenever equipped creature deals combat damage to a player, destroy up to one target planeswalker and up to one target artifact.
Equip
Equipped creature gets +2/+2 and has protection from white and from blue.
Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Equip
: Add .
: Add or . This artifact deals 1 damage to you.
"The sun banishes darkness every morning. I too will rise with such assuredness."
—Huatli
: Add .
: Add or . This artifact deals 1 damage to you.
"Good ideas don't take time. They take a lot of bad ideas first."
—Ral Zarek
: Add .
: Add or . This artifact deals 1 damage to you.
"The pain of exploring is less than the pain of not knowing."
—Tamiyo
: Add .
: Add or . This artifact deals 1 damage to you.
"You'll never get to the top if you don't know who's already there."
—Kaya
: Add .
: Add or . This artifact deals 1 damage to you.
"The continual rise of the downtrodden is as inevitable as vines usurping a forest."
—Vraska
Changeling (This card is every creature type.)
"Within minutes, the strange device was indistinguishable from the other upon my workbench."
—Tocasia, journal entry
This land enters tapped.
: Add .
Cycling (, Discard this card: Draw a card.)
: Add .
, : Add one mana of any color.
, , Sacrifice this land: Put two +1/+1 counters on target creature. Activate only as a sorcery.
, Pay 1 life: Add or .
, , Sacrifice this land: Draw a card.
Where water is the canvas and lava the paint.
This land enters tapped.
: Add .
Cycling (, Discard this card: Draw a card.)
: Add .
: Until end of turn, this land becomes a 2/3 Construct artifact creature. It's still a land. ( can be paid with one mana from a snow source.)
Whenever this land deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.