Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
, : Search your library for a Mercenary permanent card with mana value 4 or less, put it onto the battlefield, then shuffle.
, : Search your library for a Mercenary permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
Recruits aren't always volunteers.
Sacrifice a creature: Regenerate this creature.
, : Search your library for a Mercenary permanent card with mana value 6 or less, put it onto the battlefield, then shuffle.
, : Search your library for a Mercenary permanent card with mana value 1 or less, put it onto the battlefield, then shuffle.
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
, : Search your library for a Mercenary permanent card with mana value 5 or less, put it onto the battlefield, then shuffle.
Search your library for a Mercenary card, reveal that card, put it into your hand, then shuffle.
Even when recruitment is slow, the guild can always cook something up.
As this enchantment enters, choose a creature type.
Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
: Regenerate this creature.
Whenever this creature becomes blocked, defending player discards a card at random.
His favor comes at a high price.
Add .
"Eye of twilight, give us sight.
Take our offer, give us might.
Make our power tears of night."
Whenever this creature blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.
Pay 2 life: Regenerate this creature.
They feed on the living to stay undead.
If an opponent controls a Forest and you control a Swamp, you may cast this spell without paying its mana cost.
: This creature gets +1/+1 until end of turn.
You may sacrifice three black creatures rather than pay this spell's mana cost.
Trample
It wears the souls of its victims like jewels on a chain.
When this creature enters, each other player may return a creature card from their graveyard to the battlefield.
Look at target player's hand and choose up to two cards from it. That player discards those cards.
The enforcers make no effort to distinguish gold from flesh.
Destroy all creatures with mana value X or less.
The Caterans call it a screening process. The dead are in no condition to argue.
Target creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard.
Mercadians not wealthy enough to buy a tomb are thrown into a bog called "the Ghoul's Larder."
: Put target creature card from your graveyard on top of your library.
It seemed as if no one wanted them to reach the Henge of Ramos—not even the dead.
When this creature enters, target opponent loses 2 life and you gain 2 life.
"Tonight, madam, it's your money and your life."
, , Discard a card: Creatures target player controls attack this turn if able.
The desecration of their dead makes even the Saprazzans careless.
Enchant creature
At the beginning of the end step of enchanted creature's controller, this Aura deals 2 damage to that player unless that creature attacked this turn.
Creatures you control have fear. (They can't be blocked except by artifact creatures and/or black creatures.)
"If they move, kill them. In fact, kill one now to make sure the other understands."
Whenever a creature you control deals combat damage to a player, that player discards a card.
Whenever a nontoken permanent is put into a player's graveyard from the battlefield, that player loses 1 life.
Gerrard realized that the helpless woman they'd rescued from Rath was nothing of the sort.
Flash
Enchant creature
Enchanted creature gets +2/-2.
"If this is the cure, I'd hate to see the disease."
—Orim
Exile X target creature cards from your graveyard. For each creature card exiled this way, create a 2/2 black Zombie creature token.
Bury old friends deeply, lest they return bearing worms.
Flying
You'd scarcely believe they could fly until they drop out of the sky onto you.
Flying
At the beginning of your upkeep, sacrifice this creature unless you pay .
Shed harpy feathers leave painful wounds—which explains the harpies' mood.
At the beginning of your upkeep, if this card is the only creature card in your graveyard, you may return this card to the battlefield.
It roams in both the worlds of the living and the dead but belongs to neither.
, , Discard a card: Destroy target nonblack creature. It can't be regenerated.
He wears his infamy like a fine silk shirt.
Enchant creature
Whenever enchanted creature becomes blocked, tap all lands defending player controls.
The surest way to lose your holdings is to plead for them in Mercadia City's courts.
: This creature gets +1/+1 until end of turn.
His mind, like his body, is made up of the swamp's flotsam.
Whenever a player casts a green or white spell, that player discards a card.
"Do you want to be alive or whole?"
—Ta-Karnst, Cho-Arrim healer
Whenever this creature becomes blocked by a creature, put a -1/-1 counter on that creature.
Destroy target land.
Mercadian elitism is reinforced daily by physical position: their neighbors are literally beneath them and are treated accordingly.
This creature can't be blocked by Walls.
"Not even the magistrate in his lofty tower is out of our reach."
—Cateran overlord
If you control a Swamp, you may pay 2 life rather than pay this spell's mana cost.
Target creature gets +2/+0 until end of turn.
: Target player discards a card. Any player may activate this ability but only as a sorcery.
Silence costs extra. Breaking it costs extra still.
Destroy target nonblack creature. It can't be regenerated. You gain life equal to its toughness.
"With the proper tools, even the Great River can be dammed."
—Ta-Spon, Cho-Arrim executioner
: Destroy target blocking creature at end of combat.
She feels no need to disturb her victim's slumber.
When this creature becomes the target of a spell or ability, sacrifice it.
In the Cateran guild, being caught is a capital offense.
If you control a Swamp, you may pay 4 life rather than pay this spell's mana cost.
Destroy target nonblack creature. It can't be regenerated.
Squee watched his Kyren cousins fall with a mixture of sympathy and relief.
Enchant creature
Pay 2 life: Regenerate enchanted creature.
Driven by masters more terrible than the Mercadians could imagine, the dark overseers would pay any price to keep their shipwrights working.
Target player discards a card at random.
As he gritted his teeth to focus through the pain, Tahngarth glanced at Takara. She seemed completely unaffected.
When this creature enters, you may return target Mercenary card from your graveyard to your hand.
"No, I insist—let me carry all that heavy jewelry."
: This creature deals 1 damage to each creature and each player.
Young wumpuses are malevolent and vicious—but they grow out of it.
, , Discard a card: Return target creature card from your graveyard to your hand.
The weight of death is heavy but not immovable.
You may exile a black card from your hand rather than pay this spell's mana cost.
Target player reveals their hand. You choose a nonland card from it. That player discards that card.
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, this Aura deals damage equal to that creature's power to that player unless they sacrifice another creature of their choice.
Destroy target nonblack creature. It can't be regenerated. You lose life equal to that creature's toughness.
Starke knew the voice was Takara's, but the venom was Volrath's.
Defender (This creature can't attack.)
, : Target player discards a card. Activate only as a sorcery.
It reflects only nightmares.
, Sacrifice a Goblin: This creature deals 4 damage to target creature.
He has the weapons, he has the connections, and he knows the hangar's dark secret.
Defender
: Target creature gains haste until end of turn.
Flying
Battle Squadron's power and toughness are each equal to the number of creatures you control.
The goblins made an unruly pile with military precision.
, , Discard a card: Destroy target Wall.
"Don't get up. I'll show myself out."
Whenever you're dealt damage, you may put that many +1/+1 counters on this creature.
At the beginning of your end step, remove all +1/+1 counters from this creature.
Choose a card type. Target opponent reveals their hand. Blood Oath deals 3 damage to that player for each card of the chosen type revealed this way. (Artifact, battle, creature, enchantment, instant, kindred, land, planeswalker, and sorcery are card types.)
Until end of turn, all creatures gain ": This creature deals damage equal to its power to target creature."
Anything can happen when patience is scarce and wine is abundant.
Enchant creature
Enchanted creature gets +1/+1 and has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)
You may exile a red card from your hand rather than pay this spell's mana cost.
Cave-In deals 2 damage to each creature and each player.
One fleet was gone; others were poised.