Trample
Lieutenant — At the beginning of combat on your turn, if you control your commander, put a +1/+1 counter on each creature you control.
Each scar on its hide is a badge of honor.
Enchant creature
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura.
When you sacrifice this Aura, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
This spell costs less to cast for each creature your opponents control.
When this creature enters, put a +1/+1 counter on each other creature you control.
The earth shook in support of their cause, offering a champion of its own.
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Nature grows solutions to its problems.
When Rishkar enters, put a +1/+1 counter on each of up to two target creatures.
Each creature you control with a counter on it has ": Add ."
"Aether is the soul of Kaladesh, and all souls should be free."
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
"Control the Great Conduit? You might as well try to divert a river with your hands."
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
He'd chosen a sunlit clearing with open skies and an ample brook. All that remained was to find a worthy sapling.
Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater.
First, whispers of ancient days. Then, visions of things to come.
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals damage to an opponent, you may draw a card."
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Draw cards equal to the power of target creature you control.
An avatar he sculpts of wisdom and strength.
Indestructible
: Target creature with power 5 or greater gains indestructible until end of turn.
Few Nayans dare hunt the gargantuans. They're regarded not as animals but as forces of nature, like landslides or typhoons.
Kicker (You may pay an additional as you cast this spell.)
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If this spell was kicked, put two +1/+1 counters on each creature you control.
Reach
When this creature enters, destroy all creatures with flying. Put a +1/+1 counter on this creature for each creature destroyed this way.
"Where'd all the birds go?"
—Kaldrin, jungle sightseer
Flying
When this creature enters, look at the top four cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
Destroy target artifact, target creature, target enchantment, and target land. (You can't cast this spell unless you have legal choices for all its targets.)
Anarchy comes in many forms: social, individual, Gruul . . .
Each other non-Human creature you control enters with an additional +1/+1 counter on it.
"Does it matter what it is? Take it and be grateful!"
, : Return target artifact or enchantment card from your graveyard to your hand.
"I never thought I'd spend my life fighting. I'm a maker, not a destroyer."
Whenever equipped creature attacks, it deals damage equal to its power to the player or planeswalker it's attacking.
Equip
"When the wielder is strong enough, any sword will do."
—Kresh the Bloodbraided
Flash
Flying
You may cast historic spells as though they had flash. (Artifacts, legendaries, and Sagas are historic.)
Creature spells you control can't be countered.
Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)
Some view Domri's unlikely ascent as a sign of Ilharg the Raze-Boar's imminent return.
Ulasht enters with a +1/+1 counter on it for each other red creature you control and a +1/+1 counter on it for each other green creature you control.
, Remove a +1/+1 counter from Ulasht: Choose one —
• Ulasht deals 1 damage to target creature.
• Create a 1/1 green Saproling creature token.
: Add one mana of any color in your commander's color identity.
It started as a mere drop of water. The Magic Mirror crystallized it into much more.
, : Add .
The maze-like design embodies the core of Azorius law—strict structure designed to test wills and stall change.
Equipped creature gets +1/+1 for each land you control.
Equip legendary creature
Equip
It spilled the blood of one elder dragon. In Gideon's hands, it may yet taste another's.
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +X/+X, where X is the number of creature cards in all graveyards.
Equip
Whenever this Vehicle attacks, add and you gain 3 life. Until end of turn, you don't lose this mana as steps and phases end.
Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.)
: Add one mana of any color.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
: Add one mana of any color that a land an opponent controls could produce.
"What do you have that I cannot obtain?"
—Mairsil, the Pretender
Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact spells you cast cost less to cast.
Automaton inspectors ensure that the Consulate's stringent standards for mass production are upheld.
: Add .
The leonin thought of the myr as omens, never imagining the sinister fate they foretold.
: This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn.
Most mirrors show your reflection. Others show your potential.
: Another target Vehicle you control becomes an artifact creature until end of turn.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
"Peace? Its sole purpose is fear."
—Saheeli Rai
Whenever this Vehicle attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Flash
You may cast artifact spells as though they had flash.
It evades Phyrexians by hiding in the spaces between seconds.
: Add .
The vedalken saw the myr as toys, unaware of the intelligence lurking behind their empty eyes.
Flying
Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Flying
Whenever this Vehicle attacks or blocks, you may draw a card. If you do, discard a card.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
: Add .
Lost to time is the artificer's art of trapping light from a distant star in a ring of purest gold.
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"There is great wisdom in rushing headlong into combat . . . if you're prepared."
—Kenjek, captain of the Thousand Swords
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste.
Equip
When wielded by a true believer, it matters little whether the sword is a relic or a replica.
Flying
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
(: Add or .)
This land enters tapped unless you control two or more basic lands.
On the volcanic continent of Akoum, bizarre vegetation clusters around gas vents, and jagged mountain peaks rise high into the air.
: Add one mana of any color in your commander's color identity.
When defeat is near and guidance is scarce, all eyes look in one direction.
: Add one mana of any color that a land an opponent controls could produce.
"It was a strange morning. When we awoke, we found our trees transformed. We didn't know whether to water them or polish them."
—Pulan, Bant orchardist
As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped.
: Add or .
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
, : Add .
The battle at Ganzan Pass left the land so saturated with blood and twisted kami magic that it was a century before a single blade of grass could take root.
: Add .
, : Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
This land enters tapped.
: Add .
: Put a +1/+1 counter on each green creature that entered this turn.
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
: Add or .
A haunted fog known as the Nebelgast shrouds the cities along Nephalia's coast.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
The continent of Ondu is a vast plateau crisscrossed by deep trenches and meandering rivers.
This land enters tapped.
: Add or .
: Until end of turn, this land becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.
, : Add .
Remote but always watching, the soaring city of Otawara moves over Kamigawa with a purpose that few understand.
: Add .
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
A beacon of prosperity to some, a shadow of oppression to others.
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .