Flash
When this creature enters, target creature gets +3/+3 until end of turn.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
As an additional cost to cast this spell, sacrifice a creature.
Draw two cards.
"I will secure my revenge on Zendikar one soul at a time."
—Ob Nixilis
Kicker (You may pay an additional as you cast this spell.)
When this creature enters, if it was kicked, draw two cards.
They seek out living trees to glean age-old secrets from sap and wood.
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
When this creature dies, each opponent loses 2 life.
"Avoid anything that scuttles, scrabbles, or shambles."
—Opar, veteran guide
Flying
When this creature enters, you may return target creature card from your graveyard to your hand.
The mouth must be pried open before rigor mortis sets in. Otherwise the returning soul can find no ingress.
Choose one or both —
• Return target creature card from your graveyard to your hand.
• Return target land card from your graveyard to your hand.
Few among the living understand just how much of their world is shaped by the ruins of the dead.
Destroy target nonblack creature. Its controller loses 2 life.
"A little dark magic won't stop me. The worse the curse, the better the prize."
—Radavi, Joraga relic hunter, last words
Confront it at your own peril, for it will confront you for its own amusement.
As an additional cost to cast this spell, sacrifice a land.
Search your library for a land card, put that card onto the battlefield, then shuffle.
Zendikar's elves have developed innovative methods to mitigate the effects of the Roil.
, Exile a nonland card from your hand: Put four time counters on the exiled card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.)
Return target creature to its owner's hand. Untap up to two lands.
It doesn't matter if the mind or body cracks first. They both have to go.
Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.
"The seas are vast, but the skies are even more so. Why be content with one kingdom when I can rule them both?"
Return target permanent to its owner's hand.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Flying, trample
Whenever The Unspeakable deals combat damage to a player, you may return target Arcane card from your graveyard to your hand.
The rumors are horrifying; the truth is worse.
Create two 1/1 red Goblin creature tokens.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
It's never just one goblin.
Grapeshot deals 1 damage to any target.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Mages often seek to emulate the powerful relics lost to time and apocalypse.
Whenever you cast an instant or sorcery spell, create a 1/1 red Elemental creature token.
Immolation is the sincerest form of flattery.
When this creature enters, you may return target red sorcery card from your graveyard to your hand.
When this creature enters, you may return target blue instant card from your graveyard to your hand.
It loathes all tastes but two: spells and flesh.
Firebolt deals 2 damage to any target.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"There's more where that came from!"
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Nature grows solutions to its problems.
Create a 6/6 green Wurm creature token.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Counter target blue instant spell.
A savage cry with the power to shatter minds.
Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Goblin Warriors and a Goblin Shaman are on the battlefield, each gets +2/+2.)
A banner for bonds of blood or belief.
Protection from red
Elemental creatures you control get +1/+1.
When this creature enters, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
: Draw a card, then discard a card.
Merfolk don't always know what they're looking for, but they're certain once they find it.
Draw X cards.
Fragments of thought refract and multiply, surging in a geyser of dizzying insight.
You may exile a blue card from your hand rather than pay this spell's mana cost.
Change the target of target spell with a single target.
Whenever this creature deals combat damage to a player, draw a card.
Kapsho merfolk have infiltrated fortresses as remote as the desert citadel in Sunari in their relentless quest for arcane knowledge.
: Target land becomes an Island until end of turn.
The tide of battle favors those who can swim.
Up to two target creatures each get +0/+3 until end of turn. Untap those creatures. At this turn's next end of combat, tap each creature that was blocked by one of those creatures this turn and it doesn't untap during its controller's next untap step.
Whenever a permanent you control becomes untapped, this creature gets +1/+1 until end of turn.
Anyone who thinks merrows have more brains than brawn has never been run over by one.
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Six feet of earth muffled his cries.
Target creature gets +3/+1 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
It's not the size of the rock. It's how badly you want to lift it.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, you may have it deal X damage to target creature, where X is the number of Goblins on the battlefield.
Haste (This creature can attack and as soon as it comes under your control.)
Other Goblin creatures you control get +1/+1 and have haste.
"It's time for the 'Smash, Smash' song!"
: Create X 1/1 red Goblin creature tokens, where X is the number of Goblins you control.
"He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions."
—Agmand Sarv, Azorius hussar
Create two 1/1 red Goblin creature tokens.
Goblins are eager to follow orders, especially when those orders involve stealing, hurting, annoying, eating, destroying, or swearing.
Tarfire deals 2 damage to any target.
"After Auntie brushed the soot from her eyes, she discovered something wonderful: the fire had turned the goat into something that smelled delicious."
—A tale of Auntie Grub
, : Reveal cards from the top of your library until you reveal a land card. This artifact deals damage equal to the number of nonland cards revealed this way to any target. If the revealed land card was a Mountain, this artifact deals double that damage instead. Put the revealed cards on the bottom of your library in any order.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
When this creature enters, look at the top four cards of your library, then put them back in any order.
When this creature enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
Whenever another green creature you control enters, put a +1/+1 counter on target creature.
"Skyknight gear? Well, I have drake-skin gauntlets, supple and fireproof. Or a ceratok chestplate that'll stop a crossbow bolt."
Cycling (, Discard this card: Draw a card.)
When you cycle this card, you may search your library for a basic land card, reveal that card, put it into your hand, then shuffle. (Do this before you draw.)
Look at the top five cards of your library. You may reveal any number of creature cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order.
When this creature enters, scry 2, then reveal the top card of your library. If it's a creature card, put it into your hand. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Support 2. (Put a +1/+1 counter on each of up to two target creatures.)
Choose up to one target creature an opponent controls. Each creature you control with a +1/+1 counter on it deals damage equal to its power to that creature.
Flying
When this creature enters, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
When this creature enters, you may search your library for an artifact card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
When this creature enters, you may search your library for an artifact card with mana value 1 or less, reveal that card, put it into your hand, then shuffle.
Galvanic Blast deals 2 damage to any target.
Metalcraft — Galvanic Blast deals 4 damage instead if you control three or more artifacts.
Other Elf creatures you control get +1/+1.
: Add for each Elf you control.
"The elves tend the forest, and the forest sustains the elves. My role is to ensure that the cycle continues."
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
Haste (This creature can attack and as soon as it comes under your control.)
When this creature enters, you may have it deal damage to target creature equal to the number of artifacts you control.
It's not wise to disturb an artist at work.
, Sacrifice this artifact: It deals 2 damage to any target.
, Sacrifice this artifact: Draw a card.
"Melt that which was never frozen."
—Spellbomb inscription
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Reach (This creature can block creatures with flying.)
Whenever this creature blocks a creature with flying, this creature gets +3/+0 until end of turn.
Eyes and arrows trained ever skyward.
Whenever a creature enters this turn, you may draw a card.
Fuse (You may cast one or both halves of this card from your hand.)
Create four 1/1 white Bird creature tokens with flying.
Fuse (You may cast one or both halves of this card from your hand.)
Exile target creature card from a graveyard. Put X +1/+1 counters on target creature, where X is the power of the card you exiled.
Fuse (You may cast one or both halves of this card from your hand.)
Target creature you control deals damage equal to its power to any target.
Fuse (You may cast one or both halves of this card from your hand.)
Put three +1/+1 counters on target creature.
Fuse (You may cast one or both halves of this card from your hand.)
Remove all +1/+1 counters from target creature you control. Draw that many cards.
Fuse (You may cast one or both halves of this card from your hand.)
Destroy target artifact.
Fuse (You may cast one or both halves of this card from your hand.)
Destroy target enchantment.
Fuse (You may cast one or both halves of this card from your hand.)