Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.
Weary travelers trade stories of the Eversaloon, an extraplanar respite that appears at the moment it is most needed.
Flying
As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
As long as this creature is attacking, creatures can't block unless their controller pays for each of those creatures.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
: This creature gets +X/+0 until end of turn, where X is its toughness.
"I always wanted to ride a slow cannonball with legs!"
—Kellan
Flash
Flying
When this creature enters, exile target spell. It becomes plotted. (Its owner may cast it as a sorcery on a later turn without paying its mana cost.)
Spells your opponents cast from graveyards or from exile cost more to cast.
Whenever this creature attacks while saddled, put a +1/+1 counter on each other creature you control. You gain 1 life for each of those creatures.
Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Destroy target artifact or creature. Its controller creates a 2/2 white Ox creature token.
No one could prove the ox did it, but no one tried to harness it again either.
Vigilance
Whenever this creature attacks while saddled, create a 1/1 white Sheep creature token.
Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Vigilance
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
Flying
If you control five or more untapped lands, this creature enters with two +1/+1 counters and a lifelink counter on it.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Destroy target tapped creature. You gain 2 life.
When Kellan questioned her, Eriette reminded him that she'd been asked only to put the guard to sleep—the request said nothing about waking up.
Spree (Choose one or more additional costs.)
+ — All creatures lose all abilities until end of turn.
+ — Choose a creature you control. It gains indestructible until end of turn.
+ — Destroy all creatures.
When Fortune enters, scry 2.
Whenever Fortune attacks while saddled, at end of combat, exile it and up to one creature that saddled it this turn, then return those cards to the battlefield under their owner's control.
Saddle 1
When this creature enters, look at the top five cards of your library. You may reveal a Mount creature card or a Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Spree (Choose one or more additional costs.)
+ — Exile target nontoken creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
+ — Destroy target creature if no other creature has greater power.
As the vault collapsed around them, Kellan made sure Akul couldn't follow them out.
Each player can't cast more than one spell each turn.
, Sacrifice this enchantment: It deals 5 damage to any target.
They both knew only one of them would walk away.
Flash
Flying
When this creature enters, you gain 2 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
After it passed by, the rancher swore she saw hope shining in the pigs' eyes.
At the beginning of your end step, if you haven't cast a spell from your hand this turn and this creature doesn't have a flying counter on it, put a flying counter on it.
"We must forge for ourselves the gifts that nature neglected to give us."
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
When this enchantment enters, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
You may cast this spell as though it had flash if you pay more to cast it.
When this enchantment enters, exile target artifact or creature an opponent controls until this enchantment leaves the battlefield.
Kellan had no plan. He simply poured his focus into the train and willed it to stop.
Flying
When this creature enters, return up to one target non-Faerie, nonland permanent you control to its owner's hand. If a permanent was returned this way, put a +1/+1 counter on this creature.
"Count yourself lucky I came upon you. This is not a world of second chances."
This creature has double strike as long as you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Freestriders took to patrolling near the Omenpaths, protecting new arrivals from the robbers and charlatans prowling for easy marks.
Spree (Choose one or more additional costs.)
+ — Return target creature card from your graveyard to the battlefield.
+ — Return target Mount or Vehicle card from your graveyard to the battlefield.
+ — Return target Aura or Equipment card from your graveyard to the battlefield attached to a creature you control.
Lifelink
When this creature dies, draw a card.
"What are you gonna do, walk a hundred miles for a second opinion?"
Lifelink
At the beginning of your end step, if you haven't cast a spell from your hand this turn, put a +1/+1 counter on this creature.
: Until end of turn, if you would put one or more +1/+1 counters on a creature you control, put that many plus one +1/+1 counters on it instead.
When this creature enters, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
, Sacrifice a token: This creature gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it.)
Spree (Choose one or more additional costs.)
+ — Destroy target artifact.
+ — Destroy target enchantment.
+ — Put a +1/+1 counter on each creature target player controls.
The Freestriders believe in liberation, in all its many forms.
Spree (Choose one or more additional costs.)
+ — Untap all creatures target player controls.
+ — Target creature gains double strike until end of turn.
"Release the cows!"
Flying, vigilance
When this creature enters, return target permanent card with mana value 3 or less from your graveyard to your hand. Return that card to the battlefield instead if you control a Mount.
It catches those who are not ready to fall.
This creature enters with a +1/+1 counter on it plus an additional +1/+1 counter on it for each other creature you control.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Steer Clear deals 2 damage to target attacking or blocking creature. Steer Clear deals 4 damage to that creature instead if you controlled a Mount as you cast this spell.
"Just because you can saddle a critter, doesn't mean it'll let you ride."
—Annie Flash
, : Tap target non-Mount creature.
"If you don't want to tell me where the stash is, you'd best start getting comfy in there. You just let me know when you've changed your mind."
Flying
When this creature enters, put a +1/+1 counter on another target creature you control.
The Sterling Company can always rely on him to bring the thunder.
Put a +1/+1 counter on target creature. It gains lifelink and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
The frontier was an anvil on which many an unlikely hero would be forged.
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +1/+1.
Whenever equipped creature attacks, tap target creature defending player controls.
Equip
Whenever this creature attacks while saddled, it gains first strike until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Whenever one or more other creatures you control die, put a +1/+1 counter on this creature.
"The Sterling Company says they protect us, but where are they when the Hellspurs burn half the town? Counting their vaults!"
Flying
When this creature dies, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Many a would-be captor has gotten close enough to count its feathers, only to be left behind with nothing but regret and a dangling rope.
Whenever this creature deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback until end of turn instead if this creature is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Saddle 3
: This creature gets +2/-2 until end of turn.
At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card, then discard a card.
They cluster near shallow river crossings, blending into the rocks, waiting for unsuspecting travelers to step within range of their claws.
Flash
This creature enters tapped.
It's amazing how many sticky situations you can get out of simply by being ten times faster than anyone expects.
Whenever you commit a crime, each opponent mills three cards. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
"Heard you've been horning in on my turf. How about I introduce you to some surf?"
Flying
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
No one knew if the waterfall was a natural wonder the djinn guarded or if he'd conjured it to hide something even greater.
Whenever you cast an outlaw spell, copy that spell. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Copies of permanent spells become tokens.)
The best alibi is being in multiple places at the same time.
Flying, vigilance
Duelist of the Mind's power is equal to the number of cards you've drawn this turn.
Whenever you commit a crime, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
Nathan Steuer, World Champion XXVIII
At the beginning of your end step, if you haven't cast a spell from your hand this turn and this enchantment isn't a creature, it becomes a 3/3 Spirit creature with flying in addition to its other types.
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Return target nonland permanent to its owner's hand. If you control a Desert, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
"We should have taken the blasted ferry!"
—Hope Hagan, prospector
Ward
You may look at the top card of your library any time.
The top card of your library has plot. The plot cost is equal to its mana cost.
You may plot nonland cards from the top of your library.
Target creature you control gains hexproof until end of turn. Untap that creature. Until end of turn, it becomes a copy of up to one other target creature.
"You're not mad I pulled a little prank. You're just mad you fell for it."
—Oko, to Annie Flash
Whenever you cast a spell during your turn other than your first spell that turn, create a 2/2 blue and black Zombie Rogue creature token.
Whenever a Zombie you control enters, put a +1/+1 counter on it for each other Zombie that entered the battlefield under your control this turn.
Flying
During turns other than yours, spells you cast cost less to cast.
As mating season approaches, drakes dive through scalding geysers, revealing the brightly colored scales hidden beneath layers of dust.
Flying
When this creature enters, tap target permanent.
: Draw a card, then discard a card.
It can see in both darkness and daylight, but it hunts best when thunder growls in the sky.
Spree (Choose one or more additional costs.)
+ — Put a +1/+1 counter on target creature. It can't be blocked this turn.
+ — Target artifact or creature's owner puts it on their choice of the top or bottom of their library.
Satoru insisted he was just about to free himself.
Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Equip
When this creature enters, if you've cast two or more spells this turn, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Flying, vigilance, ward
Whenever you commit a crime, surveil 2. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
She poses a riddle to each mark, allowing them a chance to keep their goods. Thus far, none have succeeded.
Spree (Choose one or more additional costs.)
+ — Until end of turn, target creature becomes a white Rabbit with base power and toughness 0/1.
+ — Target player draws two cards.
Rundo's craving for revenge was replaced by a craving for vegetables.
This creature can't be blocked if you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Whenever this creature deals combat damage to a player, draw a card.
The hard part wasn't sneaking aboard. It was safely exiting with Slickshot flair.
When this creature enters, create a 2/2 blue and black Zombie Rogue creature token, then put two +1/+1 counters on that token for each spell you've cast this turn other than the first.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
When this creature enters, return up to one target tapped creature to its owner's hand.
"Murder someone and you'll have a gaggle of folks lining up for revenge. Humiliate them, and they won't dare bother you again."