Instant and sorcery spells you cast cost less to cast.
Whenever you cast an instant or sorcery spell, scry 1.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever this creature deals combat damage to a player, draw a card.
"Where's the fun in an escape if it's not at least a little daring?"
To stand as a guardian of the sea, one must possess the resolve of a mounting wave.
Flash (You may cast this spell any time you could cast an instant.)
When this creature enters, you may change a target of target spell or ability to this creature.
Energy surges in Izzet labs are opportunities for experimentation.
Counter target noncreature spell.
Masters of the arcane savor a delicious irony. Their study of deep and complex arcana leads to such a simple end: the ability to say merely yes or no.
Flash (You may cast this spell any time you could cast an instant.)
Defender (This creature can't attack.)
When this creature enters, target attacking creature gets -4/-0 until end of turn.
Counter target instant or sorcery spell that targets you.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, you may copy the spell countered this way. You may choose new targets for the copy.
"I know what you're thinking," Jace whispered in the mage's mind. "It's not going to work."
Flying (This creature can't be blocked except by creatures with flying or reach.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
The owls learn of mana from the mages who know it best.
Flying (This creature can't be blocked except by creatures with flying or reach.)
This creature can block only creatures with flying.
"The cathars killed my skaabs down below. Let's see how high their swords can reach."
—Ludevic, necro-alchemist
When this creature enters, mill two cards.
Its screeching is the sound of you losing your mind.
Tap up to two target creatures.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, those creatures don't untap during their controllers' next untap steps.
When this creature enters, you may return target creature to its owner's hand.
"As long as each side thinks it can win, the balance holds, and the mage-rings stand."
—Alhammarret
: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Kruphix hid the most dire prophecies about humankind where humans would never find them and tritons wouldn't care to read them.
As an additional cost to cast this spell, exile two creature cards from your graveyard.
Trample
Three heads are better than one.
Flying
Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn.
He grants endless wishes, as long as you always wish for a blade.
Whenever you draw a card, target opponent mills two cards. If two nonland cards that share a color were milled this way, repeat this process.
: Draw a card, then discard a card.
"You've never considered the implications of dealing with another telepath, Jace."
Enchant creature
When this Aura enters, draw a card.
Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.)
Enchanted creature can block only creatures with flying.
Target opponent reveals the top seven cards of their library. You may cast an instant or sorcery spell from among them without paying its mana cost. Then that player puts the rest into their graveyard.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, you may cast up to two instant and/or sorcery spells from among the revealed cards instead of one.
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying.
Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
Flying
When this creature enters, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
Jenrik's tower is served by those who once sought to enter it uninvited.
Until end of turn, target creature loses all abilities and becomes a blue Frog with base power and toughness 1/1.
"Ribbit."
: This creature gets +1/-1 until end of turn.
"Beware an eddy where there should be none or a stretch that flows too fast or too slow."
—Old Fishbones, Martyne river guide
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
Whenever a creature an opponent controls becomes the target of a spell or ability you control, gain control of that creature for as long as you control this creature.
"Master your mind, or I shall master it for you."
Whenever you cast an enchantment spell, you may have target creature get -2/-2 until end of turn.
"Your flesh is unprepared for my gifts."
"The entire murder scene was covered in dripping, oozing slime. No need for a soothsayer to solve that one."
—Pel Javya, Wojek investigator
Enchant creature
Enchanted creature gets +2/+2 and has flying and "Sacrifice two other creatures: Regenerate this creature." (The next time the creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Destroy target non-Zombie creature. It can't be regenerated. Return up to one target Zombie card from your graveyard to your hand.
On Innistrad, Liliana embraced necromancy, honing her powers by practicing on scores of undead—and sometimes the living.
Regenerate target creature. Draw a card. (The next time the creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, also regenerate each other creature you control.
Search your library for a card, put that card into your hand, then shuffle.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, add .
When this creature dies, target opponent discards a card.
Ending her life won't end the infestation.
At the beginning of your upkeep, choose one that hasn't been chosen —
• This enchantment deals 4 damage to any target and you gain 4 life.
• Target opponent discards two cards.
• Draw two cards.
• You lose the game.
This creature can't block.
, Exile two other creature cards from your graveyard: Return this card from your graveyard to the battlefield.
Rats and vultures devour. It desecrates.
As long as your opponents control no creatures, this creature has indestructible. (Damage and effects that say "destroy" don't destroy it.)
Whenever a creature card leaves an opponent's graveyard, you may discard a card. If you do, return this card from your graveyard to your hand.
When this creature enters, target creature an opponent controls gets -1/-1 until end of turn.
"Boggart blood disgusts me almost as much as the foul creatures themselves."
Non-Elf creatures get -2/-2 until end of turn.
"I've already seen so much evil, so much darkness. Why do you insist on adding more?"
—Nissa Revane, to Dwynen
Flying
: This creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
When this creature enters, each player sacrifices a creature of their choice.
Grixis is a world where the only things found in abundance are death and decay. Corpses, whole or in part, are the standard currency among necromancers and demons.
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, you may destroy target non-Elf creature whose power and toughness aren't equal.
, Pay 1 life: Add . Spend this mana only to cast an Elf creature spell.
: Target attacking Elf you control gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever this creature deals combat damage to a player, that player loses life equal to the number of creature cards in your graveyard.
Enchant creature
Enchanted creature gets +2/+0 and has "When this creature dies, draw a card."
One who is marked by a demon in life is sure to be remembered as one in death.
Choose a creature card name. Search target opponent's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles.
Flying
Whenever a permanent owned by another player is put into a graveyard from the battlefield, you draw a card and you lose 1 life.
"I will be your most demanding master, Liliana. But I have great things in mind for you."
All creatures get -4/-4 until end of turn.
Life is such a fragile thing.
Lifelink
Whenever another nontoken creature you control dies, exile Liliana, Heretical Healer, then return her to the battlefield transformed under her owner's control. If you do, create a 2/2 black Zombie creature token.
[+2]: Each player discards a card.
[−X]: Return target nonlegendary creature card with mana value X from your graveyard to the battlefield.
[−8]: You get an emblem with "Whenever a creature dies, return it to the battlefield under your control at the beginning of the next end step."
Return up to two target creature cards from your graveyard to your hand, then discard a card.
"All dead move to the hollow rhythm of necromancy."
—Savra
Whenever a creature an opponent controls dies, put a +1/+1 counter on this creature.
Each cut stains his blade with fresh blood that he samples to increase his strength.
Sacrifice a creature: This creature gets +2/+2 until end of turn.
"The soul sheds light, and death is its shadow. When the light dims, life and death embrace."
—Nantuko teaching
Put target creature card from a graveyard onto the battlefield under your control.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, that creature enters with two additional +1/+1 counters on it.
Target opponent reveals their hand. You may choose a nonland card from it. If you do, that player discards that card. If you don't, that player discards two cards.
Ravnica would be safer if mere coin was all the Dimir could steal.
When this creature enters, create a 5/5 black Demon creature token with flying.
At the beginning of your upkeep, you lose 2 life.
Some will sacrifice everything for but a taste of power.
Flying (This creature can't be blocked except by creatures with flying or reach.)
When this creature enters, each player loses 2 life.
She haunts the streets, wings spread wide, with carrion on her breath and blood in her eyes.
Scry 2, then draw two cards. You lose 2 life. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
The dead know lessons the living haven't learned.
Destroy target creature with power 3 or less.
"I was not convinced you had a soul until I saw it for myself."
—Liliana Vess
When this creature enters, target player mills four cards.
Driven away by his living kin, he wanders mourning through the wilderness, seeking the dead city of Asphodel.
Flying
Revenant's power and toughness are each equal to the number of creature cards in your graveyard.
Born from the slaughter of an entire army, it bears the wrath of a hundred souls.
Whenever a creature dies, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Each opponent loses 2 life and you gain 2 life. Activate only if there are four or more creature cards in your graveyard.
This creature enters tapped.
Once he gets up and going, he will forever shamble on.
If an opponent would gain life, that player loses that much life instead.
"Drink this, brother. It will bring you rest."
—Liliana Vess