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 ."
, Sacrifice a creature: Target creature gets -2/-2 until end of turn.
Devoid (This card has no color.)
Choose one or both —
• Return target spell or creature to its owner's hand.
• Brutal Expulsion deals 2 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
Devoid (This card has no color.)
Haste
At the beginning of each end step, if you control no other colorless creatures, return this creature to its owner's hand.
The only traces it leaves are silent gusts and prodigious amounts of wreckage.
Devoid (This card has no color.)
Deathtouch
Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.)
: Draw a card. Each opponent exiles the top card of their library.
Devoid (This card has no color.)
Whenever a land an opponent controls enters, that player exiles the top two cards of their library and you draw two cards.
As the great scourge passed by, Zendikar shivered, then lay silent.
Flying
Whenever this creature attacks, it gets +1/+1 until end of turn for each other attacking Ally.
As the soldiers beneath her raised their voices, the angel spread her wings, their span seeming to cover the sky.
Converge — Search your library for a creature, instant, or sorcery card with mana value less than or equal to the number of colors of mana spent to cast this spell, exile that card, then shuffle. You may cast that card without paying its mana cost.
[+1]: Untap up to one target creature and up to one target land.
[−2]: Reveal the top four cards of your library. You may put a creature card and/or a land card from among them into your hand. Put the rest into your graveyard.
[−8]: You get an emblem with "Whenever a creature you control enters, you may have it fight target creature." Then create three 8/8 blue Octopus creature tokens.
Return any number of target Ally creature cards with total mana value 8 or less from your graveyard to the battlefield.
They came from all walks of life, from every part of Zendikar, and they returned with one unifying cause.
Haste
Rally — Whenever Munda or another Ally you control enters, you may look at the top four cards of your library. If you do, reveal any number of Ally cards from among them, then put those cards on top of your library in any order and the rest on the bottom in any order.
Whenever you cast an instant or sorcery spell, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
After many years as a lullmage, Noyan Dar turned his talents from allaying Zendikar's fury to the considerably easier task of rousing it.
Landfall — Whenever a land you control enters, create a 5/5 red and green Elemental creature token.
Whenever Omnath or another Elemental you control dies, Omnath deals 3 damage to any target.
Landfall — Whenever a land you control enters, create a 5/5 red and green Elemental creature token.
Whenever Omnath or another Elemental you control dies, Omnath deals 3 damage to any target.
Veteran Warleader's power and toughness are each equal to the number of creatures you control.
Tap another untapped Ally you control: This creature gains your choice of first strike, vigilance, or trample until end of turn.
When this artifact enters, exile all creatures with power 5 or greater until this artifact leaves the battlefield. (Those creatures return under their owners' control.)
The last hedron slotted into place, locking Ulamog in an infinite loop of binding energy.
: Add .
: Add one mana of any color. Spend this mana only to cast an Ally spell.
, , Sacrifice this land: Return target Ally you control to its owner's hand.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
The continent of Murasa lies beneath a blanket of dense vegetation, its enormous branches tangled so thickly that some inhabitants never see the ground.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
The continent of Murasa lies beneath a blanket of dense vegetation, its enormous branches tangled so thickly that some inhabitants never see the ground.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
On the volcanic continent of Akoum, bizarre vegetation clusters around gas vents, and jagged mountain peaks rise high into the air.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
On the volcanic continent of Akoum, bizarre vegetation clusters around gas vents, and jagged mountain peaks rise high into the air.
This land enters tapped.
: Add or .
: Until end of turn, this land becomes a 3/3 green and blue Elemental creature with hexproof. It's still a land.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
The continent of Ondu is a vast plateau crisscrossed by deep trenches and meandering rivers.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
The continent of Ondu is a vast plateau crisscrossed by deep trenches and meandering rivers.
: Add .
Whenever you cast a colorless spell with mana value 7 or greater, you may sacrifice this land. If you do, search your library for a colorless creature card, reveal it, put it into your hand, then shuffle.
This land enters tapped.
: Add or .
: Until end of turn, this land becomes a 2/3 white and black Elemental creature with lifelink. It's still a land.
: Add .
: Add . Spend this mana only to cast colorless spells. Activate only if you control seven or more lands.
The gods known to the merfolk as Ula, Emeria, and Cosi were nothing more than false memories of a monstrous trinity: the Eldrazi titans Ulamog, Emrakul, and Kozilek.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
The continent of Guul Draz is a geothermal swampland reeking of heat and decay.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
The continent of Guul Draz is a geothermal swampland reeking of heat and decay.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
On the continent of Tazeem, rushing waters plunge through narrow canyons into mist-cloaked lakes.
(: Add or .)
This land enters tapped unless you control two or more basic lands.
On the continent of Tazeem, rushing waters plunge through narrow canyons into mist-cloaked lakes.