Flying, vigilance
: When target creature other than this creature dies this turn, return that card to the battlefield under your control.
She doesn't escort the dead to the afterlife, but instead raises them to fight and die again.
, : Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
The people of Amrou were scattered by war and driven into hiding. Scouts maintain the beacon fires that signal "return" and "home."
This creature can't be blocked except by artifact creatures and/or white creatures.
The paradise of Amrou Haven had become a field of cinders. Its people struggled to survive, hoping to see visions of its past in the strange storms that quickly passed.
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
: Return target artifact card with mana value 1 or less from your graveyard to your hand.
"Memnarch or the vedalken salvage most of the large machines, leaving us only scraps. Scraps are enough."
Changeling (This card is every creature type.)
Flying
Today it flies with the flock. Tomorrow it may wake to find them gone, its body in an unfamiliar form.
Choose one —
• Tap two target creatures.
• Creatures don't untap during target player's next untap step.
Entwine (Choose both if you pay the entwine cost.)
Enchant creature
Enchanted creature can't attack or block.
A fight put off forever is already won.
Create two 1/1 white Kithkin Soldier creature tokens.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
The more the scarier.
When this creature enters, create three 1/1 white Kithkin Soldier creature tokens.
Tap three untapped Kithkin you control: This creature gets +2/+0 and gains flying until end of turn.
This creature gets +1/+1 as long as you control another artifact.
Mages of Esper measure their wealth and status by the number of servants in their retinues.
, , Sacrifice this artifact: Destroy target artifact or enchantment.
"I find its symmetry pleasing. It rids our world of offensive refuse while disposing of itself."
—Dolomarus, Proctor of the Clean
[+1]: Create a 1/1 white Soldier creature token.
[+1]: Target creature gets +3/+3 and gains flying until end of turn.
[−8]: You get an emblem with "Artifacts, creatures, enchantments, and lands you control have indestructible."
Each player who has cast a nonartifact spell this turn can't cast additional nonartifact spells.
"The noble work of our order is to infuse all life on Esper with etherium. Our goal will be reached more rapidly if new life is . . . suppressed."
You gain 10 life. Then if you have more life than an opponent, create a 5/5 white Giant Warrior creature token.
"There are all kinds of strengths, but if you have strength of soul, the others will follow."
—Galanda Feudkiller
Flying
When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Its wings disturb more than air.
Creatures you control get +1/+2 until end of turn. Untap those creatures.
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
The giants believe the fossils they find in Lorwyn's rocky heights are dreams frozen in time, and they treasure them.
When this creature enters, tap all nonwhite creatures.
Suspend 5— (Rather than cast this card from your hand, you may pay and exile it with five 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.)
All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay ."
"Before the war, we prayed to Kataki to sharpen our swords and harden our armor. Without his blessing our weapons are all but useless against the kami hordes."
—Kenzo the Hardhearted
As long as you control a Giant, this creature gets +1/+1 and has first strike.
Sometimes a curious giant singles out a "little one" to follow for a few days, never realizing the effect it will have on the little one's life.
When this creature leaves the battlefield, put a +1/+1 counter on each creature target player controls.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
"The landscape shimmered and I felt a chill breeze. When my vision cleared, I found myself alone among the corpses of my fallen friends."
—Journal found in Numai
At the beginning of your upkeep, put a spore counter on this creature.
Remove three spore counters from this creature: Create a 1/1 green Saproling creature token.
Sacrifice a Saproling: Each creature you control that's a Fungus or a Saproling gets +1/+1 until end of turn.
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Flying
When this creature leaves the battlefield, return up to two target creature cards with power 2 or less from your graveyard to the battlefield.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
: Target creature gets -2/-0 until end of turn.
He remembers a past of light and healing. But he lives the bitter present—parching salt, scouring wind, and the withering heat of the desert.
Flying
When this creature enters, you may return target artifact card from your graveyard to your hand.
As their supplies of etherium dwindled, mechanists sent gargoyles farther and farther afield in search of salvage.
Tap three untapped creatures you control: Tap target creature.
It drifts through the streets as a breeze of collective sighs, wilting the bustle with dreams and heavy eyelids.
Choose one —
• Creatures you control get +2/+2 until end of turn.
• Until end of turn, creatures you control gain "Whenever this creature deals damage, you gain that much life."
Entwine (Choose both if you pay the entwine cost.)
Vigilance
, : Search your library for an Equipment card, put it onto the battlefield, attach it to a creature you control, then shuffle.
"No matter how strong, an unarmed fighter is no more than a fool."
Destroy target artifact or enchantment. You gain life equal to its mana value.
"The jeweler, the potter, the smith . . . They all imbue a bit of their souls into their creations. The kami destroy that crafted mortal shell and absorb the soul within."
—Noboru, master kitemaker
Prevent the next 3 damage that would be dealt to target creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.
Those who survive the test bear a mark of power anyone can recognize.
Other creatures you control get +0/+1.
"Give me a sword and I'll kill a few enemies. But give me a hammer and a fiery forge, and I'll turn the tide of battle."
Flying
When Yosei dies, target player skips their next untap step. Tap up to five target permanents that player controls.
When this creature enters, return target nonland permanent to its owner's hand.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Target player draws four cards, then discards three cards. If you cast this spell during your main phase, instead that player draws four cards, then discards two cards.
"Sages who take the time to verify their sources are rewarded for their diligence."
—Jhoira, to Teferi
Choose two —
• Counter target spell.
• Return target permanent to its owner's hand.
• Tap all creatures your opponents control.
• Draw a card.
Target player mills four cards.
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Return target nonland permanent and all other permanents with the same name as that permanent to their owners' hands.
A single lie unleashes a tide of disbelief.
Flying
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.)
Choose target creature. Reveal cards from the top of your library until you reveal a nonland card. That creature gets +X/-X until end of turn, where X is that card's mana value. Put all cards revealed this way on the bottom of your library in any order.
Flying
At the beginning of your upkeep, return an artifact you control to its owner's hand.
The more metal it digests, the more its jelly will fetch on the alchemists' market.
Artifact spells you cast cost less to cast.
The greatest masters of the craft abandon tools altogether, shaping metal with hand and mind alone.
Flying
When this creature enters, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Search your library for up to four cards with different names and reveal them. Target opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle.
Flying
, Sacrifice this creature: Counter target noncreature spell.
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.)
Flying
When Keiga dies, gain control of target creature.
Flying
Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability."
Each spell is an intricate tapestry, and Kira is the great unraveler.
Flying
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.)
When this creature enters, if its prowl cost was paid, draw a card.
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Counter target spell unless its controller pays .
Flying
, Return a land you control to its owner's hand: Create a 1/1 blue Illusion creature token with flying.
He loved his cities in the clouds. When he traveled to the lands below, he brought many reminders of his home.
Changeling (This card is every creature type.)
Tap an untapped creature you control: This creature gains flying until end of turn.
"Ever seen a changeling fly into a lantern?"
—Calydd, kithkin farmer
Flying
When this creature enters, draw two cards.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Flying
When this card is put into your graveyard from your library, you may put it onto the battlefield.
It was created by the Iquati as a living memory—one that objects to being forgotten.
Counter target spell.
At the beginning of your next upkeep, pay . If you don't, you lose the game.
Those who expect betrayal at every turn are seldom disappointed.
Look at the top five cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Draw two cards, then sacrifice a permanent.
When the School of the Unseen fell, so many magical treasures lay abandoned that no amount of death could deter the stream of thieves and desperate scholars.
Flash
Flying
When this creature enters, you may tap or untap target permanent.
The fae know when they're not wanted. That's precisely why they show up.
Look at the top three cards of your library. You may put those cards on the bottom of your library in any order. If you do, return Petals of Insight to its owner's hand. Otherwise, draw three cards.