Flying
, Discard a card: Return this creature to its owner's hand.
The aven claim it feeds on thunder and rainbows.
Gain control of target Aura that's attached to a permanent. Attach it to another permanent it can enchant.
"It's not really stealing. It's more like extended borrowing."
Flying (This creature can't be blocked except by creatures with flying or reach.)
When this creature dies, you may draw a card.
The same spears that catch their food today will defend their homes tomorrow.
Flying, protection from red
In a world still pained from burns, some are born already scarred.
Flying (This creature can't be blocked except by creatures with flying or reach.)
: Target player reveals the top card of their library.
"The tiniest ripple tells a story ten fathoms deep."
Whenever this creature deals combat damage to a player, that player reveals the top two cards of their library. You choose one of those cards and put it into their graveyard.
Flying
, Discard a card: Return this creature to its owner's hand.
It helps to have an extra direction in which to run.
Target player reveals the top four cards of their library. You choose two of those cards and put them into that player's graveyard. Put the rest on top of their library in any order.
At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game.
The wizard who reads a thousand books is powerful. The wizard who memorizes a thousand books is insane.
Draw two cards, then discard two cards.
Books are like crops—they must be thinned for best yield.
: Target player draws two cards, then discards two cards.
Cephalids value the free exchange of ideas—except for the "free" part.
: Target player draws a card, then discards a card.
"Amazing, isn't it, what humans will throw away when they're drowning?"
: Target player draws a card, then discards a card.
"Amazing, isn't it, what humans will throw away when they're drowning?"
: Tap target creature without flying.
Cephalids whisper flattery in your ear, put jewels in your hand, spin dreams in your head, and stick knives in your back.
Flying
, Sacrifice a land: Draw a card.
The more they survey the dreadful dry expanses, the more the cephalids thirst to tame them.
Whenever a player casts a spell, counter that spell unless that player pays , where X is the number of cards in all graveyards with the same name as the spell.
Enchant land
Enchanted land has ", Discard a card: Gain control of target creature until end of turn."
Politics is just a subtle form of mind control—and cephalids are master politicians.
Flying
Cognivore's power and toughness are each equal to the number of instant cards in all graveyards.
Draw three cards.
"The treasure in my mind is greater than any worldly glory."
Choose any number of creatures target player controls. Choose the same number of creatures another target player controls. Those players exchange control of those creatures. (This effect lasts indefinitely.)
Tap all creatures without flying.
"From the sea came all life, and to the sea it will return. The sooner the better."
—Emperor Aboshan
Return target permanent to its owner's hand.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Change the target of target spell with a single target unless that spell's controller pays .
"What's the fun of being a wizard if you can't mess with people's heads?"
This creature can't attack unless defending player controls an Island.
, Sacrifice an Island: Target land becomes an Island until end of turn.
This creature can't be blocked.
, Discard a card: Return this creature to its owner's hand.
"Not even my shadow knows where I am."
Search target player's library for a card and exile it. Then that player shuffles.
To say Nixar had a splitting headache would be a bit of an understatement.
Counter target spell.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"Your tenacity is admirable. And futile."
—Emperor Aboshan
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
Enchanted creature has ", Discard a card: Untap this creature."
Target player draws cards equal to the number of cards in their hand, then discards that many cards.
One never knows when inspiration will bubble up.
Tap an untapped Wizard you control: Counter target spell unless its controller pays .
"The best way to teach is by example."
Whenever a land card is put into your graveyard from your library, you may pay . If you do, draw a card.
Even the trivial can inspire.
Look at target player's hand.
Draw a card.
Sometimes you have to read between the minds.
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
You control enchanted creature.
"Protocol demands that you bow down before me. I always stand on protocol."
When this creature attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
It lurks in the mist, waiting for stragglers to fall behind. When the fog clears, nothing remains but footprints.
Choose a card name, then target player mills a card. If a card with the chosen name was milled this way, you draw two cards. Otherwise, you draw a card.
Enchant creature
Enchanted creature has ": This creature deals 1 damage to any target."
For sale: Complete wizard's library. Rare scrolls, grimoires, and works of ancient spellcrafting! Slightly abridged.
Flying
Discard a card: This creature gets +4/+4 until end of turn. Activate only once each turn.
, : You may tap or untap target creature.
"Getting people to do what you want is merely a matter of telling them what they want to hear."
Put target creature on top of its owner's library.
"I have a hunch we'll be seeing that one again soon."
—Ambassador Laquatus
Discard any number of cards. Counter target spell unless its controller pays for each card discarded this way.
When this creature enters, you may return target instant card from your graveyard to your hand.
A good memory is no match for a good scribe.
, Exile this creature: You may put a creature card from your hand onto the battlefield. If you do, that creature gains haste until end of turn. At the beginning of the next end step, sacrifice that creature. If you do, return this card to the battlefield.
When a player casts a spell, sacrifice this enchantment. If you do, each of that player's opponents draws three cards.
"Take your time."
Counter target spell unless its controller pays . If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
"Memories can't simply be washed away. The mind must be scrubbed clean."
—Ambassador Laquatus
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Cephalids seek knowledge not to better themselves, but to best others.
Flying
Your maximum hand size is reduced by four.
Thinking is hard.
Flying
Your maximum hand size is reduced by three.
The first memory it sucks out of its host is how to get rid of it.
Flying
Your maximum hand size is reduced by two.
Balshan wizards have long used them to gnaw away the memories they wish to forget.
Target player takes two extra turns after this one.
There's lots of time like the present.
Target creature can't be blocked this turn.
Draw a card.
Cephalids specialize in things unseen, be they politics, betrayal, or themselves.
Target player mills half their library, rounded down.
Dreads had half a mind to leave.
Flying, protection from green
Crian's patrols afford him plenty of opportunity to take potshots at the "dirtwalkers" far below.
Whenever a player casts a spell, that player may pay . If the player does, they draw a card.
Scribbles of a lunatic and formulas of a genius are often indistinguishable.
Return all permanents to their owners' hands.
The calm comes after the storm.
You draw two cards, then each other player draws a card.
Knowledge can't be kept in a bottle or sealed in a box. It yearns to be spread and shared.
Target creature gets -1/-1 until end of turn.
Draw a card.
When one of the Patriarch's champions displeased him, he would only shake his finger. That was enough.
Flying
At the beginning of your upkeep, mill a card.
Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1 and has "At the beginning of your end step, exile two cards from your graveyard."
At the beginning of each player's upkeep, that player sacrifices an artifact, creature, or land of their choice.
"Home is where you can find a decent graveyard and strangers can disappear without awkward questions."
Search your library for up to three creature cards, put them into your graveyard, then shuffle.
The scrape of shovels and the tumble of cold dirt soon muffled their pleas.
Threshold — , , Exile two cards from your graveyard: Target player discards a card. Activate only as a sorcery and only if there are seven or more cards in your graveyard.