Devoid (This card has no color.)
When this creature enters, create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add ." ( represents colorless mana.)
: Regenerate this creature.
Devoid (This card has no color.)
Search your library for a basic land card and reveal it. You may put that card onto the battlefield tapped if you control a land named Wastes. Otherwise, put that card into your hand. Then shuffle.
Devoid (This card has no color.)
When this creature enters, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ." ( represents colorless mana.)
Devoid (This card has no color.)
: This creature gets +1/+2 until end of turn. Activate only once each turn. ( represents colorless mana.)
As the Eldrazi adapted to the jungles of Zendikar, some took on the tactics of more familiar predators.
Devoid (This card has no color.)
Flash
When you cast this spell, you may pay . If you do, create a 1/1 colorless Eldrazi Scion creature token for each nontoken creature that died under your control this turn. Those tokens have "Sacrifice this token: Add ."
Devoid (This card has no color.)
When you cast this spell, exile target artifact, enchantment, or land.
Reach
, Sacrifice a land: Return this card from your graveyard to your hand. ( represents colorless mana.)
This creature has trample as long as it has a +1/+1 counter on it.
A young baloth channels its energy into playful destructiveness. Over time, it becomes less playful but no less destructive.
When this enchantment enters, draw a card.
: Creatures your opponents control lose hexproof and indestructible until end of turn.
Jace discovered the leyline pattern needed to anchor Ulamog and Kozilek to reality, but it was Nissa who could trace it on her world.
The settlement's defenders were glad to have such a massive, ferocious creature join the fight—but less glad to see it flatten their homes along the way.
Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It's still a land. It must be blocked this turn if able.
"My heart and Zendikar's beat as one. Together we will endure."
—Nissa Revane
Vigilance
Land creatures you control have vigilance.
Landfall — Whenever a land you control enters, you may have target land you control become a 3/3 Elemental creature with haste until end of turn. It's still a land.
When this creature enters, support 6. (Put a +1/+1 counter on each of up to six other target creatures.)
Whenever a creature you control with a +1/+1 counter on it dies, you gain 2 life.
When this creature enters, you may sacrifice a creature or land. If you do, put two +1/+1 counters on this creature.
Having no interest in the greater conflict, the trolls continue to prey upon whatever wanders into their domain.
Support 2. (Put a +1/+1 counter on each of up to two target creatures.)
Gideon and Nissa carved a path through the Eldrazi swarm, and their Zendikari allies charged into the fray behind them.
When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top.
The forest floor of Murasa is home to life as diverse and vibrant as that of the canopy above.
Destroy target artifact or enchantment with mana value 3 or less.
"Killing the Eldrazi is not enough. We must erase all memory of them from this world."
—Greenweaver Mina
Reach (This creature can block creatures with flying.)
Whenever this creature blocks a creature with flying, this creature gets +2/+0 until end of turn.
In the jungles of Tazeem, aerial assault is not always advantageous.
[+1]: Create a 0/1 green Plant creature token.
[−2]: Put a +1/+1 counter on each creature you control.
[−7]: You gain X life and draw X cards, where X is the number of lands you control.
Support 2. (Put a +1/+1 counter on each of up to two target creatures.)
Choose up to one target creature an opponent controls. Each creature you control with a +1/+1 counter on it deals damage equal to its power to that creature.
When Oath of Nissa enters, look at the top three cards of your library. You may reveal a creature, land, or planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
You may spend mana as though it were mana of any color to cast planeswalker spells.
"For the life of every plane, I will keep watch."
Return target creature or land card from a graveyard to its owner's hand. You gain 6 life.
"Little flower twirl and bloom, arise from this your rocky tomb. Little warrior slash and brawl, be born again to free us all."
When this creature enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
"A good lagac will carry you through thick and thin. A bad one . . . well, it's a tasty dinner."
—Raff Slugeater, goblin shortcutter
Reach
When this creature dies, create an X/X green Elemental creature token, where X is the number of creature cards in your graveyard.
It is a reminder that spring will always follow winter.
Vigilance
As long as you control six or more lands, this creature and land creatures you control get +2/+2.
"The land gives of itself. Its abundance provides, even in times of chaos."
Vigilance (Attacking doesn't cause this creature to tap.)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
"My people blazed these pathways long ago, before the Eldrazi came. We will ride them long after the Eldrazi are gone."
Target creature gets +1/+2 and gains reach until end of turn. Untap it. (A creature with reach can block creatures with flying.)
"The most elegant solutions are found in nature. You just have to know where to look."
Whenever you tap a land for mana, add one mana of any type that land produced. (The types of mana are white, blue, black, red, green, and colorless.)
Whenever you cast a creature spell, draw a card.
Devoid (This card has no color.)
First strike
Whenever another colorless creature you control enters, target opponent loses 1 life.
Devoid (This card has no color.)
This creature can't be blocked.
: Target opponent exiles a card from their hand. Activate only as a sorcery. ( represents colorless mana.)
Devoid (This card has no color.)
Flash (You may cast this spell any time you could cast an instant.)
When this creature enters, another target creature you control gains hexproof until end of turn.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
, Sacrifice another creature: You gain life equal to the sacrificed creature's toughness.
, Sacrifice another creature: Exile target nonland permanent. Activate only if you have at least 10 life more than your starting life total.
When this creature enters, return up to two target creature cards from your graveyard to your hand.
"Humans use pigs to hunt for mushrooms, don't they? It's like that."
—Harak, Malakir bloodwitch
Flying
Whenever you gain life, each opponent loses 1 life.
"My people are no longer slaves to the Eldrazi, beholden to the past. We will determine our own future."
: Support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
"Before the battle, I heard them take an oath near the ruins of Sea Gate. I hope they inspire others to keep watch."
Whenever you cast your second spell each turn, draw a card.
"Some relic hunters have given up exploring and gone to fight the Eldrazi. But I know our work is more important than ever. The secrets we uncover could lead to the world's salvation."
You may play an additional land on each of your turns.
, Return a land you control to its owner's hand: Target creature gains trample until end of turn.
Greenweaver Mina and her twin brother Denn lead the last of the Mul Daya into an uncertain future.
When this creature enters, return target creature an opponent controls to its owner's hand. That creature's owner can't cast spells with the same name as that creature until your next turn.
: This creature gets +1/+1 and gains trample until end of turn.
"I swore to take one head for each member of my family they killed. My task is nowhere near its end."
Flying, haste
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Roilmages' tactics are as chaotic as the energies they channel.
Other creatures you control get +1/+0 as long as you control an Equipment.
"When I'm done training you, anything will be a deadly weapon."
Equipped creature gets +1/+0.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Once a simple tool, it—like everything else on Zendikar—has been turned into a weapon against the Eldrazi.
Equipped creature gets +1/+0.
Whenever equipped creature attacks, create a 1/1 white Kor Ally creature token that's tapped and attacking.
Equip
Forged for victory in a time of despair.
Equipped creature gets +1/+0.
Whenever equipped creature attacks, create a 1/1 white Kor Ally creature token that's tapped and attacking.
Equip
Forged for victory in a time of despair.
Equipped creature gets +2/+2 and has menace. (It can't be blocked except by two or more creatures.)
Equip
"If we're going to survive, we have to use every tool at our disposal. Especially the disgusting ones."
—Ryza, Oran-Rief scout
: Add . ( represents colorless mana.)
"It's endearing, in a mystical, pointy sort of way."
—General Tazri, allied commander
: Add .
, : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
A light to bring hope in dark times.
Equipped creature gets +1/+1 for each other creature you control that shares a creature type with it.
Equip
The nomadic kor carry only necessities on their long treks. The coming of the Eldrazi redefined "necessities."
Equipped creature gets +1/+1 and has haste.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"Sometimes being fast is as important as being smart."
—Ryza, Oran-Rief scout
This land enters tapped.
: Add or .
A mudflow swallowed the lowlands years ago. All that remains are a bottomless mire and an endless rain of ash.
: Add . ( represents colorless mana.)
, Pay 1 life: Add one mana of any color. Spend this mana only to cast a spell with devoid.
"Look, and see the future."
—Ayli, high priest of the Eternal Pilgrims
This land enters tapped.
When this land enters, add one mana of any color.
: Add . ( represents colorless mana.)
This land enters tapped.
: Add or .
: Until end of turn, this land becomes a 2/2 black and green Elemental creature with deathtouch. It's still a land.
: Add . ( represents colorless mana.)
, Tap an untapped creature you control: Add one mana of any color.
Even in areas of profound devastation, the hedrons remained intact.
This land enters tapped.
: Add or .
The river split into many channels as it flowed to the Halimar Sea. Few travelers could follow the same one twice.
This land enters tapped.
: Add .
, , Sacrifice this land: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
, , Sacrifice this land: Create a token that's a copy of target creature you control.
This land enters tapped.
: Add or .
: Until end of turn, this land becomes a 2/1 red and white Elemental creature with double strike. It's still a land.
This land enters tapped.
: Add . ( represents colorless mana.)
: Put a +1/+1 counter on target colorless creature that entered this turn.
: Add . ( represents colorless mana.)
, : Draw a card. Activate only if you have no cards in hand.
Once a center for knowledge, Sea Gate now serves as a reminder of what was lost.
This land enters tapped.
: Add or .
"Long after the land has given up the last of its secrets, there will still be mysteries in the depths of the sea."
—Kiora
This land enters tapped.
: Add or .
Tazeem's embrace is harsh, but for those that call it home, nothing else will do.