Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.
Mastery is achieved when "telling time" becomes "telling time what to do."
[+1]: Untap up to two target artifacts.
[−X]: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
[−5]: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
( can be paid with either or 2 life.)
Draw two cards, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Draw two cards.
Vedalken eyes don't see the beauty in things. They see only what those things can teach.
Flying
Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Return target creature to its owner's hand. Its controller loses 1 life.
"This creature is inadequate. Send it to the splicers for innovation."
—Malcator, Executor of Synthesis
Flash
Flying
When Vendilion Clique enters, look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of their library, then draws a card.
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)
: Untap target creature with a +1/+1 counter on it.
: This creature gets +1/-1 until end of turn.
: This creature gets -1/+1 until end of turn.
"This creature has innate perceptiveness. It knows when to rise and when to vanish into the tides."
—Jestus Dreya, Of Elements and Eternity
Changeling (This card is every creature type.)
Until end of turn, target creature has base power and toughness 4/4, gains all creature types, and gains flying.
Changeling magic grants unusual wishes.
At the beginning of your upkeep, you lose 1 life and create a 1/1 black Faerie Rogue creature token with flying.
In Lorwyn's brief evenings, the sun pauses at the horizon long enough for a certain species of violet to bloom with the fragrance of mischief.
Sacrifice a creature: This creature gets +2/+2 until end of turn.
Some humans willingly offered up their blood, hoping it would grant the vampire families the strength to stave off the Eldrazi.
As an additional cost to cast this spell, sacrifice a creature.
Destroy target creature.
Witches of the Split-Eye Coven speak of a future when Grixis will overflow with life energy. For now, they must harvest vis from the living to fuel their dark magics.
Flying
This creature can't block.
The Simic use the claws as scalpels, while the Rakdos use them for tattooing and torture. The Gruul use them to pick their teeth after lunching on the rest of the carcass.
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
Greatness, at any cost.
Return X target creature cards from your graveyard to your hand.
Takenuma was filled with a chorus of moans, shrieks, and wails. Some came from the living, some from the dying, and some, most horribly, from the dead.
Destroy target green or white creature.
There are few ways to escape the deathmark: bargaining with a demon, washing in the fabled waters of youth, and of course, death.
As an additional cost to cast this spell, you may sacrifice any number of Spirits.
Target player loses 2 life plus 2 life for each Spirit sacrificed this way. You gain that much life.
( can be paid with either or 2 life.)
Target creature gets -5/-5 until end of turn.
"You serve Phyrexia. Your pieces would better serve Phyrexia elsewhere."
—Azax-Azog, the Demon Thane
When this creature enters, create two 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this token: Add ."
Each Eldrazi ancient spawned a lineage of horrors in unfathomable shapes.
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters with a +1/+1 counter on it.)
Flying
The swamps go silent at its approach, but it still hears the heartbeat of the prey within.
Whenever you cast a creature spell, create X 1/1 black Thrull creature tokens, where X is that spell's mana value.
When you control seven or more Thrulls, sacrifice Endrek Sahr.
Changeling (This card is every creature type.)
: This creature gets +1/+1 until end of turn.
In desolate places, changelings may take the shape of fancies, or memories, or fears.
Put a -1/-1 counter on target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Even the small wounds let hope bleed out.
Put a -1/-1 counter on target creature.
Draw a card.
"The results of our ninth inoculation were the same. The specimen was, of course, euthanized before the contagion could spread."
—Vedalken research notes
Wither (This deals damage to creatures in the form of -1/-1 counters.)
At the beginning of your upkeep, put a -1/-1 counter on each nonblack creature.
Many have heard the beginning of its low, sustained shriek but few the end.
Changeling (This card is every creature type.)
Target creature gets +3/-3 and loses all creature types until end of turn.
Just as a changeling's influence can have dramatic effects, so too can its sudden withdrawal.
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Whenever a creature an opponent controls with a -1/-1 counter on it dies, you may return that card to the battlefield under your control.
, Sacrifice a creature: Target creature gets -1/-1 until end of turn.
"Look at her, once filled with innocence. Death has a way of wringing away such . . . deficiencies."
—Savra
Choose two —
• Target player loses X life.
• Return target creature card with mana value X or less from your graveyard to the battlefield.
• Target creature gets -X/-X until end of turn.
• Up to X target creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
Flying
When this creature enters, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it.
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.)
: Return this card from your graveyard to the battlefield tapped.
Though you may see the same bones, you'll never see the same skeleton twice.
Flying
Whenever another creature dies, you may put a +1/+1 counter on this creature.
Dragons consider drakes to be mockeries of their perfection, destroying them on sight.
Sacrifice this creature: Target creature gets -1/-1 until end of turn.
Soulshift 4 (When this creature dies, you may return target Spirit card with mana value 4 or less from your graveyard to your hand.)
All creatures get -1/-1 until end of turn.
"Have you ever killed insects nibbling at your crops? I think that's what the Eldrazi believe they're doing to us."
—Sheyda, Ondu gamekeeper
Wither (This deals damage to creatures in the form of -1/-1 counters.)
His sickle was forged in the heat of another cinder's funeral pyre.
Target player draws two cards and loses 2 life.
Little agonies pave the way to greater power.
Destroy target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Life is ephemeral. Phyrexia is eternal.
( can be paid with either or 2 life.)
Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles.
Whenever you cast a Spirit or Arcane spell, target opponent loses 1 life and you gain 1 life.
Soulshift 2 (When this creature dies, you may return target Spirit card with mana value 2 or less from your graveyard to your hand.)
At the beginning of your upkeep, you lose 1 life unless an opponent has 10 or less life.
The lacerators cut themselves before each hunt. They must feed before the sun rises or bleed to death.
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters with two +1/+1 counters on it.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Some vampires reject the decadent trappings of their kind. Once they turn feral, no amount of blood will satisfy their hunger.
Target player discards two cards.
"Once each year, the oni and other evil spirits paraded through villages to disturb mortals' sleep. During the war, this parade became a nightly event."
—Observations of the Kami War
Banefire deals X damage to any target.
If X is 5 or more, this spell can't be countered and the damage can't be prevented.
For Sarkhan Vol, the dragon is the purest expression of life's savage splendor.
Changeling (This card is every creature type.)
Up to two target creatures each get +2/+0 and gain all creature types until end of turn.
"The changing kind suffers as we do. We must join as one to quench our tyrants!"
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters with a +1/+1 counter on it.)
First strike (This creature deals combat damage before creatures without first strike.)
"Ogres taunt the dragons by moving into their territory, but even the hellkites find them too much trouble to hunt."
—Marza, mountain scout
: This creature deals 4 damage to target creature. Activate only if this creature's power is 4 or greater.
"Just think how strong I'll be if my arms don't tear off!"
Target creature gets +3/+3 until end of turn.
Blood, bone, and sinew are magnified, as is the rage that drives them. The brain, however, remains unchanged—a little bean, swinging by a strand in a cavernous, raving head.
Kicker (You may pay an additional as you cast this spell.)
Burst Lightning deals 2 damage to any target. If this spell was kicked, it deals 4 damage instead.
This spell can't be countered.
Combust deals 5 damage to target white or blue creature. The damage can't be prevented.
Multikicker (You may pay an additional any number of times as you cast this spell.)
Choose any target, then choose another target for each time this spell was kicked. Comet Storm deals X damage to each of them.
First strike
: Until end of turn, this creature becomes a Dragon, gets +5/+3, and gains flying and trample.
The farther he roamed from Jund and its dragons, the more he felt their essence in himself.
Fiery Fall deals 5 damage to target creature.
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Jund feasts on the unprepared.
: This creature deals 1 damage to target player or planeswalker.
A rock between your eyes hurts. A burning rock between your eyes ruins your whole day.
Enchant creature
Enchanted creature gets +2/+2 and has haste.
War paint made from kolya fruit heightens senses and lessens fear. Unfortunately, fear is usually what keeps you alive.
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters with two +1/+1 counters on it.)
Some of the eleven minotaur clans of Mirtiin are expert crafters and learned philosophers. Others just like to hit stuff.
( can be paid with either or 2 life.)
Gut Shot deals 1 damage to any target.
"Down here, we have a more pointed version of the scriptures."
—Urabrask's enforcer
Flying, haste
Whenever this creature attacks, you may pay . If you do, untap all attacking creatures and after this phase, there is an additional combat phase.
Other Elemental creatures you control get +1/+1.
, : You may put an Elemental creature card from your hand onto the battlefield. That creature gains haste until end of turn. Sacrifice it at the beginning of the next end step.
: Creatures you control get +1/+0 until end of turn. If this is the third time this ability has resolved this turn, creatures you control gain first strike until end of turn.
A light an army can follow.