Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever this creature deals combat damage to a player, that player exiles the top four cards of their library. If two or more of those cards have the same name, repeat this process.
At the beginning of your upkeep, you draw X cards and you lose X life, where X is the number of Zombies you control.
"Her voice is damnation, unyielding and certain."
—Phage the Untouchable
Sacrifice this enchantment: Return to your hand all creature cards in your graveyard that were put there from the battlefield this turn.
"The soul? Here, we have no use for such frivolities."
—Sitrik, birth priest
This creature gets +1/+1 for each other creature on the battlefield named Relentless Rats.
A deck can have any number of cards named Relentless Rats.
When this creature enters, target opponent gains control of it.
At the beginning of your upkeep, this creature deals 2 damage to you.
Destroy target nonartifact, nonblack creature. It can't be regenerated.
Each creature you control can block an additional creature each combat.
In war, as in society, position is everything.
Guerrilla Tactics deals 2 damage to any target.
When a spell or ability an opponent controls causes you to discard this card, it deals 4 damage to any target.
: This creature deals 2 damage to any target and 3 damage to you.
"So they want to kill my men? Well two can play at that game."
—General Khurzog
Destroy all artifacts. They can't be regenerated.
From a marvel of magical mechanization to a smoking stack of scrap in one easy step.
Hurricane deals X damage to each creature with flying and each player.
"Don't envy the grandeur of drakes. Their impression of grace fades when the first gust sends them crashing into one another."
—Molimo, maro-sorcerer
You may have this creature assign its combat damage as though it weren't blocked.
: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
It's as solid as the club in its hand—and about as subtle.
, : Put target Aura card from a graveyard onto the battlefield under your control attached to a creature you control.
On the wild steppes, history vanishes in the dust. Only the mythmakers remain to say what was, and is, and will be.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
This creature doesn't untap during your untap step.
: Untap this creature. Activate only during your upkeep.
First strike, protection from black and from red (This creature deals combat damage before creatures without first strike. It can't be blocked, targeted, dealt damage, or enchanted by anything black or red.)
, : Double the amount of each type of unspent mana you have.
The cube's surface is pockmarked with jagged runes that seem to shift when unobserved.
Enchant creature
All damage that would be dealt to you is dealt to enchanted creature instead.
You have no maximum hand size.
"Everything the wise woman learned she wrote in a book, and when the pages were black with ink, she took white ink and began again."
—Karn, silver golem
This land enters tapped.
: Add .
: This land becomes a 1/5 white Soldier creature until end of turn. It's still a land.
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
Whenever enchanted creature deals damage, you gain that much life.
When this creature enters, you may return target artifact card from your graveyard to your hand.
"The treasures of the ancients belong in museums, not in the grubby hands of grave robbers."
, Sacrifice a creature: Exile the top card of your library. You may play that card this turn. (You still pay its costs. You can play a land this way only if you have an available land play remaining.)
Eyes are unnecessary for seeing the future.
When this creature enters, create X Treasure tokens, where X is the number of artifacts and enchantments your opponents control. (Treasure tokens are artifacts with ", Sacrifice this token: Add one mana of any color.")
"It's just business."
[+1]: Draw a card, then put a card from your hand on top of your library.
[−1]: Exile another target permanent you own, then return it to the battlefield under your control.
[−6]: Choose left or right. Each player gains control of all nonland permanents other than Aminatou controlled by the next player in the chosen direction.
Aminatou, the Fateshifter can be your commander.
Whenever another creature you control with power 2 or less enters, you may pay . If you do, draw a card.
"In these halls there is no pass or fail. Your true test comes with the first full moon."
Vigilance (Attacking doesn't cause this creature to tap.)
When this creature enters, look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
You may look at the top card of your library any time.
You may cast noncreature spells from the top of your library. If you cast a spell this way, you may cast it as though it had flash.
Whenever you cast a noncreature spell, put a lore counter on this enchantment.
: Put a lore counter on this enchantment.
: Until end of turn, this enchantment becomes a Monk Avatar creature in addition to its other types and gains "This creature's power and toughness are each equal to the number of lore counters on it."
As you create your deck, circle two of the colors below.
This land enters tapped.
: Add one mana of either of the circled colors.
You may have this creature enter as a copy of any creature card in a graveyard.
"I am who I pretend to be."
When this creature dies, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ."
"Later we will mourn those we have lost. First we must end their suffering."
—Drana, Kalastria bloodchief
When this creature dies, create a 1/1 white Spirit creature token with flying.
He vowed he would never rest until he reached his destination. He doesn't know how right he was.
When this enchantment enters, target creature phases out until this enchantment leaves the battlefield. Tap that creature as it phases in this way. (Auras and Equipment phase out with it. While permanents are phased out, they're treated as though they don't exist.)
Choose one —
• Abrade deals 3 damage to target creature.
• Destroy target artifact.
The desert is a voracious beast, devouring both flesh and stone.
Flying
When this creature enters, create two Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
"Surely it won't notice if I take—"
—Theria the Sly, last words
When this creature enters, you may destroy target artifact or enchantment.
"What was once formed by masons, shaped by smiths, or given life by mages, I will return to the embrace of the earth."
Devour 1 (As this creature enters, you may sacrifice any number of creatures. It enters with that many +1/+1 counters on it.)
When this creature enters, draw a card for each creature it devoured.
Flying
Whenever a player sacrifices another permanent, put a +1/+1 counter on each creature you control.
The clicks and buzz of the undercity proclaim him the incarnation of decay.
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
During their endless travels, the mages of the Goma Fada caravan have learned ways to harness both life and death.
Trample, infect, indestructible
If Blightsteel Colossus would be put into a graveyard from anywhere, reveal Blightsteel Colossus and shuffle it into its owner's library instead.
, , Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
"I use maps to find out where explorers have already been. Then I go the other way."
—Javad Nasrin, Ondu relic hunter
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
After lightning struck the cliffs, the ore became iron, the iron became steel, and the steel became greaves. The lightning never left.
Equipped creature gets +2/+2 and has protection from black and from green.
Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.
Equip
When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it.
Equipped creature gets +1/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +2/+2 and has protection from red and from white.
Whenever equipped creature deals combat damage to a player, this Equipment deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand.
Equip
: Add .
, : Put target artifact card from your graveyard on top of your library.
Its secrets once wrought the greatest artifice ever known. Now crabs loot the rubble to decorate their shells.
: Add .
, , Sacrifice this land: Return target artifact card from your graveyard to your hand.
History has buried its treasures deep.
: Add .
, : Add , , or .
Travelers bathe in the falls to wash away curses from the pucas who lurk nearby.
Vigilance
, : Search your library for an Equipment card, put it onto the battlefield, attach it to a creature you control, then shuffle.
"No matter how strong, an unarmed fighter is no more than a fool."
: Add .
, : Add , , or .
The elves of Wilt-Leaf Wood continually expand the palisade surrounding the sanctuary. They hope to one day enclose the entire forest within its walls.
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1. (It loses all other card types and creature types.)
That gnat was still hovering by the venison, and now both looked delicious.
As an additional cost to cast this spell, sacrifice an artifact.
Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
"Today's paperweight, tomorrow's leveler."
—Bruenna, Neurok leader
Flying, vigilance
Sphinxes drink from the mystic meres of Serra's realm, where their keen eyes watch reflections of what is and what is yet to come.
Put target artifact or creature card from a graveyard onto the battlefield under your control. Shuffle Beacon of Unrest into its owner's library.
"The light of my master's guidance traverses all boundaries, even those separating life and death."
Destroy target nonlegendary creature.
"Your life is finished, your name lost, and your work forgotten. It is as though Mazeura never existed."
—Chainer's Torment
, Sacrifice a creature: This artifact deals 1 damage to any target.
Whenever a creature enters, you may untap this artifact.
Sunburst (This artifact enters with a charge counter on it for each color of mana spent to cast it.)
At the beginning of your upkeep, you may gain life equal to the number of charge counters on this artifact.
Equipped creature has first strike, trample, and haste.
: If you control Equipment named Helm of Kaldra, Sword of Kaldra, and Shield of Kaldra, create Kaldra, a legendary 4/4 colorless Avatar creature token. Attach those Equipment to it.
Equip
Equipped creature gets +1/+1 and has trample.
: Attach this Equipment to target creature you control.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Players play with the top card of their libraries revealed.
, Sacrifice this artifact: Target player shuffles.
Each eye sees a different possibility for tomorrow.