When this creature enters, choose one —
• Search your library for a creature card, reveal it, then shuffle and put that card on top.
• Put target noncreature permanent on the bottom of its owner's library.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
All seeds share a common bond, calling to each other across infinity.
, : Return target enchantment card from your graveyard to your hand.
He combs the streets looking for the lost light, the discarded enigmas of the city.
At the beginning of each upkeep, if this creature is enchanted, create a 1/1 green Saproling creature token.
"Don't mistake my creations for mere vegetation. They are my children, loyal and fierce."
Flash
Devour 1 (As this creature enters, you may sacrifice any number of creatures. It enters with that many +1/+1 counters on it.)
On Jund, everything eventually ends up in something else's stomach.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever a creature dies, put a +1/+1 counter on this creature.
Animated by geists fused in its oak, it hungers for more life to add to its core.
When this creature dies, create two 2/2 green Ooze creature tokens. They have "When this token dies, create two 1/1 green Ooze creature tokens."
Devour 2 (As this creature enters, you may sacrifice any number of creatures. It enters with twice that many +1/+1 counters on it.)
At the beginning of your upkeep, create a 1/1 green Saproling creature token for each +1/+1 counter on this creature.
When this creature enters, create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add ."
It nurtures its masters' glorious future.
: Return two target cards from an opponent's graveyard to their hand. Destroy target artifact or enchantment.
"Our unity unmasks your deceit."
When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Some druids nurture gardens. Others nurture continents.
Creatures you control get +3/+3 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Nature doesn't walk.
Reach
When this creature dies, create a 2/4 black Spider creature token with reach.
When it snared a passing cockatrice, its own soul darkly doubled.
Enchant creature
Enchanted creature has ": This creature deals damage equal to its power to target creature. That creature deals damage equal to its power to this creature."
Enchant artifact or enchantment
At the beginning of your upkeep, choose one —
• Destroy enchanted permanent.
• You gain 2 life.
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
This creature can't be blocked except by creatures with flying.
Street folk call them "spire mice," but behind the mockery is an unspoken envy of the ledgewalkers' skill at avoiding harm.
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals damage to an opponent, you may draw a card."
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
When this creature dies, create a 1/1 green Saproling creature token.
Jund's thallids tried to disguise their deliciousness by covering themselves in spines harvested from the tukatongue tree.
When this creature dies, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Defender
When this creature enters, draw a card.
Each flower identical, every leaf and petal disturbingly exact.
Flying, deathtouch
When this creature enters, draw a card.
Its beak rends flesh and bone, exposing the tender marrow of dream.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Bituminous Blast deals 4 damage to target creature.
Haste (This creature can attack and as soon as it comes under your control.)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Return target permanent to its owner's hand.
This creature can't be blocked.
Transmute (, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Reach
Whenever an opponent casts a spell, create a 1/1 green Insect creature token.
Swarms thrive in its nest, feeding on leathery bits of discarded wing.
Trample, lifelink
Spells you cast that target this creature cost less to cast.
Spells your opponents cast that target this creature cost more to cast.
The Sunbriar druids believe that every life begins in its heart and ends under its hooves.
Flying
When this creature is put into your graveyard from the battlefield, put it into your library third from the top.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
A match for any army—even its own.
: Return this creature to its owner's hand.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creatures you control have haste.
Sacrifice this enchantment: Target creature gets +2/+2 until end of turn.
As the shards merged into the Maelstrom, their mana energies fused into new monstrosities.
Flying
Other blue creatures you control get +1/+1.
Other black creatures you control get +1/+1.
Those who displease Oona soon learn the extent of the armies she commands.
Devour 1 (As this creature enters, you may sacrifice any number of creatures. It enters with that many +1/+1 counters on it.)
This creature has flying and trample if it devoured a creature.
A killing machine from birth.
Enchant creature
Enchanted creature gets +4/+4 and has first strike, and all creatures able to block it do so.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
: Each unblocked creature has base power and toughness 4/1 until end of turn.
The murk of the Wanderbrine concealed unseemly rituals designed to bring out the worst in merrowkind.
Flying
: Regenerate this creature.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Flying, vigilance
Whenever Krond attacks, if it's enchanted, exile target permanent.
Krond, the personification of the dawn's light, lives to exact justice on his nemesis Vela.
Target opponent loses 2 life for each Swamp you control. Last Stand deals damage to target creature equal to the number of Mountains you control. Create a 1/1 green Saproling creature token for each Forest you control. You gain 2 life for each Plains you control. Draw a card for each Island you control, then discard that many cards.
Creatures you control have haste.
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Then do it again.)
When this creature enters, each player draws two cards, then discards a card at random.
Noggles live purely by what they can scavenge. There is not a single thing a noggle eats, wears, or uses that did not once belong to another.
Enchant creature
Enchanted creature has flying.
Whenever enchanted creature deals combat damage to a player, create that many 1/1 green Saproling creature tokens.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever this creature deals combat damage to a player, look at that player's hand. You may cast a spell from among those cards without paying its mana cost.
Devour X, where X is the number of creatures devoured this way (As this creature enters, you may sacrifice any number of creatures. It enters with X +1/+1 counters on it for each of those creatures.)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Other creatures you control have intimidate.
Whenever Vela or another creature you control leaves the battlefield, each opponent loses 1 life.
Vela snuffs out every trace of Krond's reign, leaving pure nightfall in her wake.
, , Sacrifice this artifact: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
The mysterious purpose of two of the rings had eluded Esper mages—until now.
Whenever a source an opponent controls deals damage to you, if this artifact is untapped, you may draw a card.
It turns the adversity of the moment into the knowledge of a lifetime.
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +1/+1.
Equip
: Add .
: Roll the planar die. Activate only as a sorcery.
The Thran learned to capture mana, but power inevitably escapes its bonds.
Equipped creature has deathtouch.
Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up.
Equip
Equipped creature gets +1/+1.
Whenever a creature you control enters, you may attach this Equipment to it.
Equip
The passing of the sai presages the end of the old clan and the ascent of the new.
As long as this creature is enchanted, it gets +2/+2 and has flying, first strike, and trample.
The golems of the ancient Thran still draw power in ways that baffle the artificers of today.
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)
Equip
Such cloaks are in high demand both by assassins and by those who fear them.
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
: Add one mana of any color that a land an opponent controls could produce.
"It was a strange morning. When we awoke, we found our trees transformed. We didn't know whether to water them or polish them."
—Pulan, Bant orchardist
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .