When equipped creature deals combat damage to a player, sacrifice this Equipment. If you do, draw three cards.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever an opponent loses life, that player mills that many cards. (Damage causes loss of life.)
"Let go of your memories and be reborn."
—Argent Etchings, plate 106, passage 27
Flying, myriad
Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
: Add .
: This land becomes a 2/2 creature with all creature types until end of turn. It's still a land.
Some worlds possess a hidden core where life's essence constantly surges.
Choose two target creatures controlled by different players. Return those creatures to their owners' hands.
True love means always knowing what's on the other's mind.
Flying
Whenever this creature attacks or blocks, scry 2.
Counter target noncreature spell. (Then exile this card. You may cast the creature later from exile.)
This creature can't be blocked as long as you've cast a noncreature spell this turn.
Return target creature to its owner's hand. (Then exile this card. You may cast the creature later from exile.)
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, its controller loses 2 life and you gain 2 life.
Creatures you control gain afterlife 1 until end of turn. Draw a card. (When a creature with afterlife 1 dies, create a 1/1 white and black Spirit creature token with flying.)
As far as the Orzhov Syndicate is concerned, it is the height of irresponsibility not to have a plan for your own ghost.
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a token that's a copy of this creature.
Flash
When this creature enters during the declare attackers step, choose target player and any number of target attacking creatures their opponents control. Those creatures are now attacking that player.
"The next punch you throw hits the back of your own head."
Sumala Rumblers's power is equal to the number of creatures you control.
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Put a +1/+1 counter on target creature. It phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
"I was never here."
Menace
Whenever a creature you control deals combat damage to a player, you gain life equal to that creature's toughness.
Partner (You can have two commanders if both have partner.)
"Now the scaled ones rule Tarkir."
When this creature enters, destroy target artifact.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Elementals are ideas given form. This one is the idea of "smashitude."
Creatures named Lightning Rager can't attack you or planeswalkers you control.
At the beginning of each player's upkeep, that player creates a 5/1 red Elemental creature token named Lightning Rager. It has trample, haste, and "At the beginning of the end step, sacrifice this token."
Changeling (This card is every creature type.)
Whenever an opponent casts a spell, you may put a +1/+1 counter on this creature.
The power of a waterfall. The fury of an avalanche. The intellect of a gale-force wind.
Haste
When Tuktuk the Explorer dies, create Tuktuk the Returned, a legendary 5/5 colorless Goblin Golem artifact creature token.
Remade by Eldrazi magic, Tuktuk inspired an entire clan of misguided goblins.
Haste
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
When you cast this spell, you may return target creature card from your graveyard to the battlefield.
Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
Destroy target artifact or enchantment and up to one other target artifact or enchantment.
There are many ruins, but there used to be many more.
Create four 1/1 white Bird creature tokens with flying.
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Sacrifice this creature: You gain 3 life.
Reinforcements . . . or refreshments?
As this artifact enters, choose a color.
Creatures you control of the chosen color get +1/+1.
Whenever a land's ability causes you to add one or more mana of the chosen color, add an additional one mana of that color.
When this creature dies, add .
Instead of creating a tool that would be damaged by heat, the Thran built one that was charged by it.
: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
This artifact enters tapped.
As this artifact enters, choose a color.
: Add one mana of the chosen color.
The Phyrexian death machine awoke, its coldsteel heart imbuing it with sinister new power.
Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.
Remove a +1/+1 counter from this creature: Add one mana of any color.
: Put a +1/+1 counter on this creature.
Creatures you control have vigilance.
Each creature you control can block an additional creature each combat.
Enduring the most desolate and dangerous conditions, Abzan sentries unfailingly guard the stronghold gates.
When this creature dies, return another target artifact card from your graveyard to your hand.
Mephidross gives up treasure easily . . . as long as you take its place.
When this creature dies, create a 1/1 colorless Phyrexian Myr artifact creature token.
For the Phyrexians, death is not an end, nor a one-time occurrence.
: Add .
The myr are like the Glimmervoid: blank canvases on which to build grand creations.
Flying
When this creature enters, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
You have no maximum hand size.
: Add .
Infinite possibilities contained in a finite space.
, , Discard a card: You gain 4 life.
, , Pay 1 life: Create a 0/1 white Goat creature token.
, , Sacrifice a creature: Return target artifact card from your graveyard to your hand.
, , Sacrifice an artifact: Draw a card.
: Add .
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
: Add .
Cycling (, Discard this card: Draw a card.)
: Add .
, : Put a storage counter on this land.
, Remove X storage counters from this land: Add X mana in any combination of and/or .
As this land enters, you may reveal an Elemental card from your hand. If you don't, this land enters tapped.
: Add .
, : Target creature gains haste until end of turn.
: Add .
, Sacrifice this land: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Deserted, but not uninhabited.
This land enters tapped.
: Add , , or .
That which endures, survives.
When this creature enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
Flying, vigilance
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
When this creature enters, double the number of each kind of counter on any number of target permanents.
Its graceful glide paints the ocean floor with strokes of luminescence.
[+2]: Discard up to two cards, then draw that many cards.
[−2]: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield.
[−10]: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step."
Daretti, Scrap Savant can be your commander.
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
"Try to pretend like you understand what's important."
Whenever an opponent casts a spell, that player mills two cards.
"The Filigree Texts do not compel you to act in accordance with their precepts. They only specify the consequences should you fail."
—Lodus of the Ethersworn
Flying
When this creature enters, draw two cards.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
This creature can't attack unless defending player controls an Island.
Cycling (, Discard this card: Draw a card.)
"It's a fine way to travel, if you don't mind the smell."
Flying
Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
This creature enters with a +1/+1 counter on it.
, Remove a +1/+1 counter from this creature: All other creatures get -1/-1 until end of turn.
A single festercreep isn't alone. It's already an infestation.
When this creature enters, you may return target creature card from your graveyard to your hand.
Only a thin layer of dirt separates civilization from an undead apocalypse.
As this creature enters, choose a player.
Sewer Nemesis's power and toughness are each equal to the number of cards in the chosen player's graveyard.
Whenever the chosen player casts a spell, that player mills a card.
Each other player sacrifices a creature of their choice. You create a 2/2 black Zombie creature token for each creature sacrificed this way.
Necromancers deal in commodities far more precious than gold and grain.
Enchant creature
Enchanted creature gets +2/+2, has intimidate, and can't attack you or planeswalkers you control. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Enchant player
Creatures enchanted player controls attack each combat if able.
When the moon rises and the bloodlust takes hold, nothing matters but the kill.
Draw two cards, then discard two cards.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"Avacyn has abandoned us! We have nothing left except what we can take!"
Target creature you control deals damage equal to its power to another target creature.
It is unwise to insult the god of the forge. It is also unwise to stand near anyone else who has insulted him.
When this creature enters, you may exile another target creature.
When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Destroy target permanent.
Massive, mindless, and imbued with one terrible purpose.