Haste
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Prevent all noncombat damage that would be dealt to other creatures you control.
: Tajic gains first strike until end of turn.
Haste
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Prevent all noncombat damage that would be dealt to other creatures you control.
: Tajic gains first strike until end of turn.
Flying
Whenever this creature deals combat damage to a player, look at the top three cards of that player's library, exile one of them face down, then put the rest into their graveyard. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
Flying
Whenever this creature deals combat damage to a player, look at the top three cards of that player's library, exile one of them face down, then put the rest into their graveyard. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
"It's truly the highest honor, isn't it? To be remembered? Pity for you."
Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.
Ral's storm crackled with mystical detections: Planeswalkers were infiltrating Ravnica.
Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.
Ral's storm crackled with mystical detections: Planeswalkers were infiltrating Ravnica.
Other creatures you control get +1/+1.
When Trostani enters, create two 1/1 white Soldier creature tokens with lifelink.
At the beginning of your end step, each player gains control of all creatures they own.
If you would draw a card, instead look at the top three cards of your library, then put one into your hand and the rest into your graveyard.
Pay 4 life: This creature gains indestructible until end of turn. Tap it.
"You've strayed, overworlder."
If you would draw a card, instead look at the top three cards of your library, then put one into your hand and the rest into your graveyard.
Pay 4 life: This creature gains indestructible until end of turn. Tap it.
"You've strayed, overworlder."
Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.
A well-chosen word can restore a mind or snap its tethers.
[+2]: You may sacrifice another permanent. If you do, you gain 1 life and draw a card.
[−3]: Destroy target nonland permanent with mana value 3 or less.
[−9]: You get an emblem with "Whenever a creature you control deals combat damage to a player, that player loses the game."
Put a +1/+1 counter on target creature. That creature gains indestructible until end of turn.
Create three 2/2 green and white Elf Knight creature tokens with vigilance.
Gain control of target creature with power 2 or less.
Surveil 3, then return a creature card from your graveyard to the battlefield.
Copy target instant or sorcery spell with mana value 4 or less. You may choose new targets for the copy.
Explosion deals X damage to any target. Target player draws X cards.
Copy target instant or sorcery spell with mana value 4 or less. You may choose new targets for the copy.
Explosion deals X damage to any target. Target player draws X cards.
Return up to two target creature cards from your graveyard to your hand.
You may put two +1/+1 counters on a creature you control. Then all creatures get -4/-4 until end of turn.
Response deals 5 damage to target attacking or blocking creature.
Creatures you control gain first strike and vigilance until end of turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Lands you control have ": Add one mana of any color."
: Add one mana of any color.
By guild tradition, any puddle of multicolored light on the cobblestones can serve as neutral ground.
(: Add or .)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Cradle of the Golgari's new kingdom. Grave of those who wronged its queen.
(: Add or .)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
"You will not be trained here. You will be forged."
—Commander Yaszen
(: Add or .)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
"A massive new Izzet building project with an unstated purpose? Probably fine."
—Zija, Simic mutationist
(: Add or .)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
"Where the roots reach, there the temple rises."
—Niszka, Selesnya evangel
(: Add or .)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Few believe Duskmantle exists. Fewer find it. None live to bear witness.