Sacrifice two lands: Return this card from your graveyard to the battlefield. Activate only during your upkeep and only if you control a Swamp.
Whenever this creature deals combat damage to a creature, that creature's controller loses 2 life unless they pay .
It vents the chill of the grave.
Destroy target land. Its controller loses 2 life.
Nothing could grow where the vile smoke had been, and no one could breathe it and live.
: Return target creature card from a graveyard to its owner's hand. Any player may activate this ability but only as a sorcery.
First death. Then Shauku.
This creature has fear as long as you control no untapped lands. (It can't be blocked except by artifact creatures and/or black creatures.)
As silent as a shadow, and just as hard to flee.
Target player discards a card at random. Then that player discards another card at random unless they pay .
The Keldons would never admit it, but Greel unsettles them, too.
, , Discard two cards: Target player discards X cards at random.
"You're Latulla's gift to me, and I always play with my presents."
Flash
Enchant creature
Enchanted creature gets -3/-0.
Greel's grin is far less loathsome than his touch.
At the beginning of each player's upkeep, that player mills a card. Then they create X 1/1 black Minion creature tokens, where X is the milled card's mana value.
: This creature gets +1/+1 until end of turn unless any player pays .
Made strong by reckless magic. Made horrid by reckless strife.
Enchant land
Enchanted land has ": This land deals 1 damage to each creature and each player."
Ultimately, it became a three-way battle: the land attacked both armies.
You may discard a Swamp card rather than pay this spell's mana cost.
Choose a creature type. All creatures of that type get -1/-1 until end of turn.
This plague chooses its victims.
Flying, first strike
At the beginning of your upkeep, sacrifice this creature unless you pay .
Whenever this creature deals combat damage to a creature, destroy that creature unless its controller pays .
As the strange plague ravaged Jamuraa, the fiends multiplied.
Destroy all creatures you don't control. They can't be regenerated.
"The second wind of ascension is Reaver, slaying the unworthy."
—Keld Triumphant
This creature can't be the target of white spells or abilities from white sources.
: Put target nontoken Rebel on the bottom of its owner's library.
The problem with mercenaries is that if you can buy their loyalty, others can too.
Unless target player pays , that player loses 5 life and you gain 5 life.
Jamuraan wizards are linked together by magic, a bond that only the wicked dare exploit.
Unless any player pays , search your library for a card, put that card into your hand, then shuffle.
Any lock can be undone, any secret revealed.
Return two target creature cards from your graveyard to your hand unless any player pays .
Everyone is manipulated. It's just more obvious with the dead.
Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn.
With each grunt of pain from Haddad, Greel's grin widened.
Defender (This creature can't attack.)
: Destroy this creature and target creature it's blocking. Any player may activate this ability.
What wall can never be climbed, but is always scaled?
—Nakaya riddle
At the beginning of your upkeep, sacrifice this creature unless you pay .
Pity the tailor.
If an opponent controls seven or more lands, this spell costs less to cast.
Flying
: This creature gets +1/+0 until end of turn.
Enchant land
Enchanted land has ": This land deals 1 damage to any target."
Wherever they went, the Keldons transformed the land into a weapon.
This creature can't attack if defending player controls an untapped land.
This creature can't block if you control an untapped land.
"The sword or the lash. Choose."
—Akul, Keldon whip sergeant
Activated abilities of nontoken Rebels cost an additional "Sacrifice a land" to activate.
"They no longer care about their own suffering. Show them something worse."
—Latulla, Keldon overseer
At the beginning of each player's end step, this enchantment deals X damage to that player, where X is the number of untapped lands they control.
"Battle is our religion. This fortress is our temple."
—Latulla, Keldon overseer
Destroy target land. Devastate deals 1 damage to each creature and each player.
"You're willing to die for your homeland. I'm willing to kill for it."
—Latulla, Keldon overseer
Sacrifice a land: This creature gets +2/+0 and gains first strike until end of turn. Activate only once each turn.
They turn geological upheaval into tactical advantage.
Whenever this creature attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of this creature.
Flame chooses its own course.
You may discard a Mountain card rather than pay this spell's mana cost.
Flameshot deals 3 damage divided as you choose among one, two, or three target creatures.
Inflame deals 2 damage to each creature dealt damage this turn.
Wound, maim, kill: it's all the same to a Keldon.
, Sacrifice two lands: Destroy target land.
"Fields can be replanted. Settlements can be rebuilt. Burn it all."
—Latulla, Keldon overseer
Whenever this creature attacks, if you control no untapped lands, it gets +3/+0 until end of turn.
They fight beyond thought, beyond fear, and beyond mercy.
When this creature enters, each player sacrifices all lands they control except for three.
"If there isn't enough of Jamuraa left to stand on, I will still claim it for Keld."
—Latulla, Keldon overseer
, , Discard two cards: Latulla deals X damage to any target.
"Everything around her suffers."
—Haddad, Kipamu soldier
Flash
Enchant creature
Whenever enchanted creature deals combat damage to defending player, you may destroy target artifact that player controls.
Whenever this creature attacks or blocks, sacrifice a land.
Trod on by a gargadon
—Kipamu expression meaning "wiped out"
Up to three target creatures can't block this turn.
Sometimes everyone decides to go for help at the same time.
Rhystic Lightning deals 4 damage to any target unless that permanent's controller or that player pays . If they do, Rhystic Lightning deals 2 damage to the permanent or player.
: This creature gets +1/+0 until end of turn.
While armies battled across Jamuraa, beasts stalked the high places looking for victims.
This creature gets +3/+3 as long as you control no untapped lands.
Like a volcano, it too can erupt without warning.
Reorder your graveyard at random. An opponent chooses a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, exile it.
There's no rest for a Keldon.
Searing Wind deals 10 damage to any target.
"The first wind of ascension is Forger, burning away impurity."
—Keld Triumphant
This creature gets +2/+1 as long as you control no untapped lands.
Grapplers hunt in packs, driving their victims over steep mountain cliffs.
When there are no creatures on the battlefield, sacrifice this enchantment.
: This enchantment deals 1 damage to target creature. Any player may activate this ability but only as a sorcery.
This creature can't attack if defending player controls an untapped land.
This creature can't block if you control an untapped land.
Death awaits them on both fronts.
: Target creature gains haste until end of turn. (It can attack this turn.)
Keldon soldiers learn to move faster than the whip.
First strike
: This creature loses first strike until end of turn. Any player may activate this ability.
There's no difference between bone and crystal when it's piercing your throat.
If an opponent controls at least four more creatures than you, this spell costs less to cast.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Destroy all enchantments you don't control. Then if you control an untapped land, destroy all enchantments you control.
The chattering forest fell silent as the otherworldly song began.
At the beginning of your upkeep, sacrifice this creature unless you pay .
Legend has it the darba gave up its wings in return for an extra stomach.
Whenever a nontoken creature enters, its controller creates a token that's a copy of that creature.
Whenever a nontoken creature leaves the battlefield, exile all tokens with the same name as that creature.
When this enchantment leaves the battlefield, exile all tokens created with this enchantment.
Each player creates a green Elephant creature token. Those creatures have "This token's power and toughness are each equal to the number of creature cards in its controller's graveyard."
At the beginning of your upkeep, you may exile a land card from your graveyard. If you do, put a +1/+1 counter on target creature.
, , Discard two cards: All lands target player controls become 3/3 creatures until end of turn. They're still lands.
"I need no army. I have Jamuraa."
Flash
Enchant creature
: Regenerate enchanted creature.
"War destroys; nature renews."
—Jolrael, empress of beasts
Enchant land
Enchanted land is a 5/6 green Treefolk creature that's still a land.
Keldons were accustomed to rugged terrain, but they never expected it to be aggressive.
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Though a powerful constrictor, it prefers simply to drown its prey.
You can't untap more than one land during your untap step.
Cities have crumbled under its weight.