: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.
You gain 2 life for each card in your graveyard.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Defender (This creature can't attack.)
Flying
"The Ancestor protects us in ways we can't begin to comprehend."
—Mystic elder
Enchant land
Enchanted land has ", Sacrifice a creature: You gain life equal to the sacrificed creature's toughness."
"The animal spirits are the Ancestor's grandchildren. Remember them."
—Mystic elder
When this creature enters, you may return target enchantment card from your graveyard to your hand.
Beauty stirs the memory like a sweet perfume excites the air.
Flying
, : This creature deals 2 damage to target attacking or blocking creature.
Aimed by the eyes of eagles, their arrows never miss the mark.
Flying (This creature can't be blocked except by creatures with flying or reach.)
When this creature enters, destroy target enchantment.
"At the Reapportionment, Eagle begged to be human. The Ancestor granted half that prayer."
—Nomad myth
Flying (This creature can't be blocked except by creatures with flying or reach.)
: This creature gets +0/+1 until end of turn.
Just as each added feather steadies the wing, so does the flock grow stronger with each new member.
Whenever a player casts a spell, that player gains X life, where X is the number of cards in all graveyards with the same name as that spell.
Each player chooses a number of permanents they control equal to the number of permanents controlled by the player who controls the fewest, then sacrifices the rest. Each player discards cards the same way.
Protection from creatures
Nomad and Nantuko, eagle and elephant; all the birds and beasts are charmed by his quiet dignity.
Other creatures you control get +0/+1.
His quiet words fade into the night's chill, yet they burn into his listeners' minds with all the power of a thousand suns.
Vigilance
Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards.
Target player can't cast creature spells this turn.
Draw a card.
When the crimson fades from the magical embers, a final wisp of smoke will rise. Soon after, hostilities will begin anew.
Whenever a player discards a card, you may gain 1 life.
"There will be gains for our losses. There will be rights for our wrongs."
, Sacrifice this creature: You gain 3 life.
"If he's so willing to suffer for his cause, then by all means, let us oblige him."
—Cabal Patriarch
If damage would be dealt to you, put that many delay counters on this enchantment instead.
At the beginning of your upkeep, remove all delay counters from this enchantment. For each delay counter removed this way, you lose 1 life unless you pay .
, : Target permanent you control gains protection from instant spells and from sorcery spells until end of turn.
Her eyes blaze with the strength of twenty shields. Every glance is a salvation.
White creatures get +1/+1.
Threshold — White creatures get an additional +1/+1 as long as there are seven or more cards in your graveyard.
Their whispered prayers rally the nomads better than any war cry could.
: Destroy target creature token.
The relationship between hunter and hunted knows nothing of alliances.
Each creature has protection from its colors.
"The world has enough strife as it is. Where would we be if we turned against each other?"
—Pianna, nomad captain
Prevent the next 4 damage that would be dealt this turn to any number of targets, divided as you choose.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Target blocking creature gets +4/+4 until end of turn.
Draw a card.
The courageous accomplish more in a single moment than the cowardly do in a lifetime.
Plainswalk (This creature can't be blocked as long as defending player controls a Plains.)
Whenever this creature deals combat damage to a player, you may have target land become a Plains until this creature leaves the battlefield.
: Prevent the next 2 damage that would be dealt to any target this turn.
Threshold — : Prevent the next 4 damage that would be dealt to any target this turn. Activate only if there are seven or more cards in your graveyard.
Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls.
Enchant creature
Enchanted creature can't attack.
Threshold — Enchanted creature can't block as long as there are seven or more cards in your graveyard.
Destroy all creatures. They can't be regenerated.
Threshold — If there are seven or more cards in your graveyard, instead destroy all creatures, then create two 1/1 white Spirit creature tokens with flying. Creatures destroyed this way can't be regenerated.
Flying
, Sacrifice Lieutenant Kirtar: Exile target attacking creature.
"His strengths are pride, devotion, and ambition. His weaknesses are the same."
—Pianna, nomad captain
Target player gains 4 life, then gains 4 life for each card named Life Burst in each graveyard.
As uplifting as a mystic's dreams.
: This creature gets +0/+1 until end of turn.
: This creature can block an additional creature this turn.
"There is no victory without virtue."
Tap an untapped Cleric you control: Prevent the next 2 damage that would be dealt to any target this turn.
It takes a remarkable cleric to turn a group of healers into a hospital.
Protection from black and from red
Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1 and has flying.
Vigilance
Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1 and has flying.
Threshold — This creature has flying as long as there are seven or more cards in your graveyard.
"The aven are heralds of divinity. The greatest glory is to join them in the sky."
Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1 and has flying.
Nomad youths aspire to one of two roles in the tribe: priest or warrior. Their secret dream is to become both.
, : Tap target creature.
Threshold — , : Tap two target creatures. Activate only if there are seven or more cards in your graveyard.
If you can take something from a nomad, it's probably bait.
Discard a card: This creature gains first strike until end of turn.
To the camp, it was a fierce and loyal protector. To the sentry's youngest daughter, it would always be her "Wuv Muffin."
Whenever Pianna attacks, attacking creatures get +1/+1 until end of turn.
Some find inspiration in their swords. Others find it in their leaders.
Protection from red
, Sacrifice this creature: The next time a red source of your choice would deal damage this turn, prevent that damage.
"I would die a thousand deaths before I let you harm another."
Protection from black
, Sacrifice this creature: The next time a black source of your choice would deal damage this turn, prevent that damage.
"A life is measured by the lives it saves."
Destroy target artifact or enchantment.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
First strike
Discard a card: This creature gains protection from the color of your choice until end of turn.
Nomads understand many cultures and therefore travel without fear.
Discard any number of cards. Creatures you control get +0/+1 until end of turn for each card discarded this way.
Exile target attacking creature.
Draw a card.
It suddenly dawned on Jorin that farming was quite a noble profession.
Target creature you control gains protection from the color of your choice until end of turn.
Draw a card.
Good strategists seize opportunities. Great strategists make their own.
Flying
Whenever a creature with flying dies, put a +1/+1 counter on this creature.
"Holy couriers guide aven spirits up to the home of the Ancestor."
—Mystic elder
If a green source would deal damage to you, prevent 2 of that damage.
Duty subdues instinct.
If a black source would deal damage to you, prevent 2 of that damage.
Grace repels darkness.
If a red source would deal damage to you, prevent 2 of that damage.
Law smothers anarchy.
If a blue source would deal damage to you, prevent 2 of that damage.
Reason exposes deception.
If a white source would deal damage to you, prevent 2 of that damage.
Truth tempers fanaticism.
Until end of turn, whenever target creature deals damage, you gain that much life.
Draw a card.
"There is purity in all things. Even hatred."
—Lieutenant Kirtar
Enchant creature
Enchanted creature gets +1/+1 and has protection from enchantments. This effect doesn't remove this Aura.
Sacrifice this Aura: Destroy target enchantment.
: This enchantment becomes an X/X Wall creature with defender in addition to its other types until end of turn.
"Belief in the Ancestor is admirable, but our enemies often demand something more . . . tangible."
—Pianna, nomad captain
Discard a card: This creature gets +0/+4 until end of turn.
"We've survived starvation, dwarf attacks, and heatstroke. Why should a little sandstorm bother us?"
Flying, vigilance
Threshold — As long as there are seven or more cards in your graveyard, this creature gets +3/+3, is black, has trample, and has "At the beginning of your upkeep, sacrifice a creature."
Tap an untapped Octopus you control: Tap target permanent.
: Tap all creatures without flying.
"No one can fight the tide forever."
Enchant creature
Enchanted creature has flying.
Threshold — Enchanted creature has shroud as long as there are seven or more cards in your graveyard. (It can't be the target of spells or abilities.)
Return up to X target creatures to their owners' hands, where X is one plus the number of cards named Aether Burst in all graveyards as you cast this spell.
As fleeting as a cephalid's promise.