, Pay half your life, rounded up: Destroy target nonblack creature. It can't be regenerated.
In darkness, the assassin sneaked into the village and destroyed what Eladamri loved most: his daughter.
Enchant creature
Fading 1 (This enchantment enters with one fade counter on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Enchanted creature gets +3/+2.
When this Aura leaves the battlefield, destroy enchanted creature. That creature can't be regenerated.
Fading 5 (This enchantment enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from this enchantment: Target opponent exiles a card from their hand. Activate only as a sorcery.
When this enchantment leaves the battlefield, each player returns to their hand all cards they own exiled with it.
When this creature enters, other Mercenary creatures get +1/+1 until end of turn.
Although the abuse was initially effective, the troops soon became numb to it.
Fading 3 (This creature enters with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from this creature: This creature gets +1/+1 until end of turn.
, , Discard a card: Target creature gets -1/-1 until end of turn.
"I can ail what cures you."
, : Destroy target tapped nonblack creature.
, : Search your library for a Mercenary permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
When this creature enters, each player loses 3 life.
, : Search your library for a Mercenary permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
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 2 or less, put it onto the battlefield, then shuffle.
Sacrifice this enchantment: Destroy target nonblack creature. It can't be regenerated.
"I am the banisher, the ill will that snuffs the final candle."
—Seal inscription
This creature can't block.
These troops are only as strong as the evincar's control.
At the beginning of your upkeep, this creature deals 3 damage to target creature you control.
Like most creatures bent on total destruction, they rarely bother to double-check their targets.
Each player loses 1 life for each creature they control.
"Crovax never passes up an opportunity to cause widespread misery."
—Belbe
Vicious Hunger deals 2 damage to target creature and you gain 2 life.
"Blood is foul, the flesh dross. My ascendance thirsts for life itself."
—Crovax
, Discard a creature card: Volrath gets +X/+X until end of turn, where X is the discarded card's mana value.
"I stepped out. I did not step down."
Fading 5 (This creature enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
, Remove a fade counter from this creature: It deals 1 damage to any target.
, , Discard a card: This creature deals 2 damage divided as you choose among one or two targets.
, , Discard a card: Target creature can't block this turn.
The ingredients for panic include equal parts danger, uncertainty, and helplessness.
You may sacrifice a Mountain rather than pay this spell's mana cost.
Target creature gets +X/+0 until end of turn, where X is the number of Mountains you control.
Flame Rift deals 4 damage to each player.
Crovax hungered for power, and the stronghold devoured the sky.
: This creature gets +1/-1 until end of turn.
"Someone must have done something very bad to make a rock that angry."
—Rebel scout
: Target creature gets +1/-1 until end of turn.
The rebels couldn't see where the roar was coming from. Then they saw it was coming from everywhere.
All creatures get +X/-X until end of turn.
It may look like soil, but its nature is malice.
Target creature gets +1/-1 and gains haste until end of turn.
Aggression exacts its toll.
Creatures you control get +1/-1.
The army was never at a loss for weapons; Crovax was their forge.
Defender (This creature can't attack.)
: This creature gets +1/-1 until end of turn.
The rebels assaulted the wall, never suspecting the wall would assault back.
Whenever this creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, this creature assigns no combat damage this turn.
They leave a trail of ash and sorrow.
Enchant creature
Whenever enchanted creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, the first creature assigns no combat damage this turn.
Whenever this creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, this creature assigns no combat damage this turn.
Proximity guarantees injury or death.
Whenever this creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, this creature assigns no combat damage this turn.
The screams are brief. The silence lingers.
Whenever this creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, this creature assigns no combat damage this turn.
They don't feed; they stoke.
At the beginning of each player's end step, put a charge counter on this enchantment for each untapped land that player controls.
Remove a charge counter from this enchantment: Add . Any player may activate this ability but only during their turn before the end step.
You may sacrifice two Mountains rather than pay this spell's mana cost.
Create two 1/1 red Goblin creature tokens.
They make mountains into mogg holes.
If an opponent controls an Island and you control a Mountain, you may cast this spell without paying its mana cost.
Destroy target artifact.
Three moggs, one treasure, too bad.
This creature can't attack unless you control more creatures than defending player.
This creature can't block unless you control more creatures than attacking player.
, : Search your library for a Goblin permanent card, put it onto the battlefield, then shuffle.
"They're not worth much, but they're easy to catch."
Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player.
All creatures have an inner fire. Releasing it can be dangerous.
Sacrifice this enchantment: It deals 2 damage to any target.
"I am the romancer, the passion that consumes the flesh."
—Seal inscription
Haste
When this creature enters, tap all other creatures.
You have to admire its enthusiasm.
Each player chooses a card in their hand. Then each player reveals their chosen card. The owner of each creature card revealed this way with the lowest mana value puts it onto the battlefield.
Until end of turn, target land becomes a 3/3 creature that's still a land.
Irony is getting walked on by the earth instead of the other way around.
Shroud (This creature can't be the target of spells or abilities.)
Fading 3 (This creature enters with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Coiling Woodworm's power is equal to the number of Forests on the battlefield.
Only the elves know where the woods end and the woodworm begins.
Cast this spell only during the declare blockers step.
Attacking creatures become blocked. (This spell works on creatures that can't be blocked.)
Realizing they weren't getting past the fog, the elves did the only thing they could do: wait.
, , Discard a card: Until end of turn, if you tap a land for mana, it produces one mana of a color of your choice instead of any other type and amount.
"Why should one limit oneself to the resources at hand?"
Whenever this creature becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on this creature.
The more you look at it, the more dangerous it becomes.
Trample
When this creature enters, you may search your library for up to three cards named Nesting Wurm, reveal them, put them into your hand, then shuffle.
As this enchantment enters, sacrifice all lands you control.
Lands you control have ": Add two mana of any one color."
One must reap before one can sow.
Search your library for up to three cards with the same name as target creature, reveal them, put them into your hand, then shuffle.
The one you see is just a diversion.
If an opponent controls a Swamp and you control a Forest, you may cast this spell without paying its mana cost.
Target player gains 6 life.
If you control a Forest, rather than pay this spell's mana cost, you may have each other player gain 6 life.
Destroy all enchantments.
You may have this creature assign its combat damage as though it weren't blocked.
: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Fading 7 (This enchantment enters with seven fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from this enchantment: Create a green Saproling creature token. It has "This token's power and toughness are each equal to the number of fade counters on Saproling Burst."
When this enchantment leaves the battlefield, destroy all tokens created with this enchantment. They can't be regenerated.
, Discard a card: Create a 1/1 green Saproling creature token. Any player may activate this ability.
Sacrifice this enchantment: Target creature gets +3/+3 until end of turn.
"I am the feeder, the morsel that revives the starving."
—Seal inscription
Fading 2 (This creature enters with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
This creature enters tapped.
Search your library for up to two Forest cards, put them onto the battlefield, then shuffle.
The forest's constant struggle is to keep the spreading flowstone at bay.
If you control a Forest, rather than pay this spell's mana cost, you may have each other player gain 5 life.
, : Search your library for an Elf permanent card, put it onto the battlefield, then shuffle.
"It's OK. They're just elves."
Fading 2 (This creature enters with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)