, : Add for each Swamp you control.
Deep within the Cabal's vault, the Mirari pulsed like a dead sun—and its darkness radiated across Otaria.
: Add .
: This land becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.
: Target Assembly-Worker creature gets +1/+1 until end of turn.
: Add .
, : Return target Wizard you control to its owner's hand.
Working with the best of intentions, its researchers unwittingly unleashed a plague of troubles upon Dominaria.
Dakkon enters with a number of loyalty counters on him equal to the number of lands you control.
[+1]: Surveil 2.
[−3]: Exile target creature.
[−6]: You may put an artifact card from your hand or graveyard onto the battlefield.
Protection from permanents with corruption counters on them
[+1]: Each opponent loses 2 life and you gain 2 life. Put a corruption counter on up to one other target creature or planeswalker.
[−3]: Gain control of target creature or planeswalker until end of turn. Untap it and put a corruption counter on it. It gains haste until end of turn.
[−7]: Gain control of each permanent with a corruption counter on it.
As long as Grist isn't on the battlefield, it's a 1/1 Insect creature in addition to its other types.
[+1]: Create a 1/1 black and green Insect creature token, then mill a card. If an Insect card was milled this way, put a loyalty counter on Grist and repeat this process.
[−2]: You may sacrifice a creature. When you do, destroy target creature or planeswalker.
[−5]: Each opponent loses life equal to the number of creature cards in your graveyard.
Flash
Lifelink
When this creature enters, exile up to one other target creature. That creature's controller gains life equal to its power.
Evoke—Exile a white card from your hand.
Counter target spell.
Flash
Flying
When this creature enters, choose up to one target creature spell or planeswalker spell. Its owner puts it on their choice of the top or bottom of their library.
Evoke—Exile a blue card from your hand.
Svyelun has indestructible as long as you control at least two other Merfolk.
Whenever Svyelun attacks, draw a card.
Other Merfolk you control have ward . (Whenever another Merfolk you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Menace
When this creature enters, target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Evoke—Exile a black card from your hand.
Kicker (You may pay an additional as you cast this spell.)
Protection from white
Whenever an opponent discards a card, put a +1/+1 counter on Tourach.
When Tourach enters, if it was kicked, target opponent discards two cards at random.
Double strike
When this creature enters, it deals 4 damage divided as you choose among any number of target creatures and/or planeswalkers.
Evoke—Exile a red card from your hand.
When this creature enters, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.
A passionate recruiter will win a war before the first arrow flies.
Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
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.)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
If one or more tokens would be created under your control, those tokens plus that many 1/1 green Squirrel creature tokens are created instead.
, Sacrifice X Squirrels: Target creature gets +X/-X until end of turn.
Flash
Reach
When this creature enters, up to one target player puts all the cards from their graveyard on the bottom of their library in a random order.
Evoke—Exile a green card from your hand.
This spell costs less to cast for each other spell cast this turn.
Trample, haste
Trample over planeswalkers (This creature can deal excess combat damage to the controller of the planeswalker it's attacking.)
Thrasta has hexproof as long as it entered this turn.
When Titania enters, return target land card from your graveyard to the battlefield.
Whenever a land you control is put into a graveyard from the battlefield, create a 5/3 green Elemental creature token.
Creatures you control get +1/+1.
Whenever you tap a land for mana, add one mana of any type that land produced.
Its passage through history is marked by warped desires and insatiable greed.
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.)
"The left blade for a swift, painless death. The right blade for a long, lingering one. The choice is mine."
Destroy target permanent.
"I am the mad one!"
Domain — This spell costs less to cast for each basic land type among lands you control.
Flying
Each creature you control has vigilance if it's white, hexproof if it's blue, lifelink if it's black, first strike if it's red, and trample if it's green.
Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
, : Add for each Swamp you control.
The Cabal required a suitably immense space to house the lucrative fruits of their religious zeal.
: Add .
: This land becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.
: Target Assembly-Worker creature gets +1/+1 until end of turn.
You gain hexproof until your next turn. You gain 2 life.
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.)
Mood: A spell that protects her from her enemies.
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays , where X is this creature's power.
Action: Using the reference as inspiration, we'd like you to design a soldier who is a similar mix of flesh and etherium (a magical metal found only on Esper).
Return target creature card from your graveyard to the battlefield. Create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Mood: A friendship that can outlast death.
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Lens Flare deals 5 damage to target attacking or blocking creature.
Intent: The spell shows a creature being damaged by powerful rays of light.
Whenever you gain life, you may put that many +1/+1 counters on each creature you control. Do this only once each turn.
Action: Start with 190C and design a spirit known as an Eidolon that resembles a human solider carrying a large shield.
Whenever a creature attacks you or a planeswalker you control, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Mood: Determined to find evidence of wrongdoing.
Flying
As this creature enters, choose a card type.
You and creatures you control have protection from the chosen card type.
Flash
When this enchantment enters, draw a card.
Creatures lose all abilities.
At the beginning of the end step, sacrifice this enchantment.
, : Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Action: This creature is a BLOODHOUND formed entirely of WATER.
Each opponent mills fourteen cards.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, each opponent mills four cards.
Action: We'd like an epic, abstract illustration of a fantastical moon (not the real-life earth moon), which has cracked open.
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Flying
This creature enters with a +1/+1 counter on it for each instant and sorcery card exiled with it.
Whenever an instant or sorcery card leaves your graveyard, put a +1/+1 counter on this creature.
At the beginning of your upkeep, scry 1.
Whenever you discard a card, each opponent mills two cards. (They put the top two cards of their library into their graveyard.)
Action: Show GLOWING BLUE GLYPHS being TORN out of a GRIMOIRE, leaving BLANK PAGES behind.
Trample
When this creature becomes the target of a spell or ability, sacrifice it.
Action: Using the original art of Colossal Dreadmaw as inspiration, design a illusionary version of the dinosaur.
Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on each artifact that became a creature this way.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Mood: "You can't keep us locked away anymore. To battle!"
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Flying
When this creature enters, draw two cards.
Mood: An efficient, well-designed machine.
Flying
Whenever this creature enters or attacks, target opponent sacrifices a creature or planeswalker of their choice, discards a card, and loses 3 life. You draw a card and gain 3 life.
Flying, haste
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Action: Show an imp that's a kitchen helper for Asmor, the Underworld Cook.
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 2/2 black Zombie creature token.
When a creature is put into an opponent's graveyard from the battlefield, exile this creature.
Return target nonlegendary creature card from your graveyard to the battlefield with a -1/-1 counter on it.
Action: Show a kithkin (see pg. 28) emerging from under the ground where he was buried.
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Target player sacrifices a creature of their choice.
Intent: This illustration uses an existing visual gag that shows the moments before and after a spell was cast. We'd like you to use this visual gag for a spell that destroys a creature.
When this creature enters, create a number of 1/1 green Squirrel creature tokens equal to your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.)
Mood: He's the Pied Piper of squirrels.
Enchant creature
Enchanted creature gets -4/-4.
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Intent: This is an abstract depiction of a spell that causes a person to rapidly age.
Discard a card, then draw a card.
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.)
Mood: A bit regretful but still looking for loot.
Multikicker (You may pay an additional any number of times as you cast this spell.)
This creature enters with a +1/+1 counter on it for each time it was kicked.
When this creature enters, it deals damage equal to its power to target creature.
Trample
Suspend 4— (Rather than cast this card from your hand, you may pay and exile it with four 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. It has haste.)
Intent: Magic has made a Greater Gargadon and a Lesser Gargadon (see ref). We want you to design the "average" Gargadon.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
If a triggered ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time.
Focus: The musician-wizard.
This spell costs less to cast for each land your opponents control that could produce .
Flying
When this creature enters, destroy target nonbasic land an opponent controls.
Choose land or nonland. Reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and the rest on the bottom of your library in a random order.
Mood: Surrounded by the abundance of nature.
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
: Add , , or .
Intention: Do a mirror image of the Noble Hierarch card, only this time with a goblin.
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
Action: Show a frog samurai who is a master swordsman. Skilled and agile, he stands about four feet tall and wields a daisho (see ref).
Green creatures you control get +1/+1.
Whenever a green creature you control enters, scry 1.
Action: This is an abstract illustration that celebrates green creatures.
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Intent: We'd like to re-imagine the Eternal Witness as an initiate on Amonkhet.
Choose two —
• Target player creates two tapped 1/1 green Squirrel creature tokens.
• Counter target loyalty ability of a planeswalker.
• Exile target card from a graveyard.
• Target player gains 3 life.
First strike
When this creature enters, put a +1/+1 counter on each other artifact creature you control.
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.)