This land enters tapped.
: Add .
, , Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
When this creature enters, if you control two or more Gates, you may draw a card.
Sentries guard Ravnica's landmarks and outlying districts, unaware of these places' import to the maze.
Attacking creatures you control get +1/+0 and have menace.
"We are the heart of the wild, the fire in its eyes, and the howl in its throat. Come, join the battle to which you were born."
—Kroshkar, Gruul shaman
First strike, deathtouch
This creature can only attack alone.
Whenever this creature attacks a player and isn't blocked, that player's life total becomes 1. This creature assigns no combat damage this combat.
[+1]: Tap target permanent, then untap another target permanent.
[−2]: Ral Zarek deals 3 damage to any target.
[−7]: Flip five coins. Take an extra turn after this one for each coin that comes up heads.
Whenever an opponent is dealt 3 or more damage by a single source, that player discards a card.
The Rakdos make sure their victims remember their pain—or at least give up a little bit of their sanity in order to forget.
Flying
When this creature enters, untap all creatures you control.
Forecast — Tap two untapped white and/or blue creatures you control, Reveal this card from your hand: Draw a card. (Activate only during your upkeep and only once each turn.)
Return up to three target creature cards with mana value 1 or less from your graveyard to the battlefield.
Forecast — , Reveal this card from your hand: Return target creature card with mana value 1 or less from your graveyard to the battlefield. (Activate only during your upkeep and only once each turn.)
Flip a coin. If it comes up heads, counter target instant or sorcery spell. If it comes up tails, copy that spell and you may choose new targets for the copy.
Target player sacrifices two attacking creatures of their choice.
, : Untap target creature that has an activated ability with in its cost.
The stones hark back to an age before civilization, when the living earth blessed all who trod its untamed wilds.
Equipped creature gets +1/+0 for each blood counter on this Equipment and has ", Sacrifice a creature: Put a blood counter on Rakdos Riteknife."
, Sacrifice this Equipment: Target player sacrifices a permanent of their choice for each blood counter on this Equipment.
Equip
Defender (This creature can't attack.)
This creature enters with a +1/+1 counter on it.
At the beginning of each player's upkeep, that player draws a card for each +1/+1 counter on this creature.
: Put a +1/+1 counter on this creature.
(: Add or .)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
: 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.
Where wasted life cries out to be reborn.
Flash
When this creature enters, creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.)
When this creature enters, sacrifice it unless was spent to cast it.
Counter target spell with mana value 2.
Every culture has its unlucky numbers. In a city where you're either alone, in a crowd, or being stabbed in the back, two is the worst number of all.
When this creature enters, destroy target creature with defender.
A popular game among ogres is to see how many revolutions a head can make before it pops off.
Flying
Whenever you cast an enchantment spell, put a +1/+1 counter on each creature you control.
"We thought the clouds had moved from the night sky. Then the night sky moved, and the horizon grew wings."
—Josuri
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.
"No doubt the arbiters would put you away, after all the documents are signed. But I will have justice now!"
—Alovnek, Boros guildmage
When this creature enters, destroy target artifact or enchantment.
"An indrik's howl has destructive power much subtler than that of its crushing foot. The sound is mundane, but inaudible vibrations scatter and sunder magical contrivances."
—Simic research notes
Flying
When this creature enters, create two 1/1 green and blue Snake creature tokens.
When this creature enters, sacrifice it unless was spent to cast it.
Enchant Forest
As this Aura enters, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
Whenever this creature attacks, creatures you control gain menace until end of turn. (They can't be blocked except by two or more creatures.)
Undying (When this creature 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.)
, Sacrifice this creature: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Silent as winter snow, it seeks wild places unspoiled by the walking dead.
Put a +1/+1 counter on target creature.
Morbid — Put three +1/+1 counters on that creature instead if a creature died this turn.
"Werewolves are an unholy mix of a predator's instinct and a human's hatred."
—Alena, trapper of Kessig
Haste
Undying (When this creature 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.)
Geists of the hanged often haunt the tree on which they died.
Target creature gets +3/+1 and gains trample until end of turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Otto the Hunter was filled with many grand ambitions. The snake was filled only with Otto.
Undying (When this creature 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.)
The Ulvenwald makes no allowances for youth. Today's newborn is either tomorrow's hunter or tomorrow's lunch.
Deathtouch
Other Zombie creatures you control get +1/+1.
Whenever another Zombie you control dies, target opponent loses 1 life.
Though its mind has long since rotted away, it wields a sword with deadly skill.
Flying
Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
Dead or alive, true leaders can inspire an entire army.
First strike
Other Vampire creatures you control get +1/+1 and have first strike.
"No longer can we allow our human populations to be mindlessly slaughtered by ghouls. Slay all who trespass."
—Runo Stromkirk
Equipped creature gets +1/+0.
When equipped creature deals combat damage to a player, unattach Elbrus, then transform it.
Equip
Those who grasp its hilt soon hear the demon's call.
Flying, intimidate, trample (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever a player loses the game, put thirteen +1/+1 counters on Withengar Unbound.
There are not enough lives on Innistrad to satisfy his thirst for retribution.
, : Exile target creature you control.
, : Exile target creature you don't control.
When Helvault is put into a graveyard from the battlefield, return all cards exiled with it to the battlefield under their owners' control.
Counter target spell. You may cast a spell that shares a card type with it from your hand without paying its mana cost.
"Pathetic. Let me show you how it's done."
Enchant player
Whenever enchanted player casts an instant or sorcery spell, each other player may copy that spell and may choose new targets for the copy they control.
Enchant creature
: Tap enchanted creature.
"Grab an axe and defend the gate! Your despair is an extravagance we can ill afford."
—Thalia, Knight-Cathar
Flying
This creature can block only creatures with flying.
Undying (When this creature 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 creature enters tapped.
When this creature enters, target opponent loses 2 life.
Undying (When this creature 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.)
First strike (This creature deals combat damage before creatures without first strike.)
: Attacking creatures you control get +X/+X until end of turn, where X is the number of attacking creatures.
"As my kha, he is the source of my inspiration. As my brother, he is the embodiment of my aspirations."
—Ajani Goldmane
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Exile all nonland permanents that aren't legendary.
Centuries ago, one man's vengeance plunged the world into ice and darkness.
Return target nonland permanent and all other permanents with the same name as that permanent to their owners' hands.
A single lie unleashes a tide of disbelief.
, : Create a 0/1 green Egg creature token with defender.
Whenever an Egg you control dies, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
(: Add .)
As this land enters, you may reveal a Treefolk card from your hand. If you don't, this land enters tapped.
: Add or . This land deals 1 damage to you.
This land enters tapped.
: Add , , or .
"Only the weak imprison themselves behind walls. We live free under the wind, and our freedom makes us strong."
—Zurgo, khan of the Mardu
Protection from planeswalkers and from Wizards
Greensleeves's power and toughness are each equal to the number of lands you control.
Landfall — Whenever a land you control enters, create a 3/3 green Badger creature token.
Equipped creature gets +1/+1 and has trample and "Whenever this creature deals combat damage to a player or planeswalker, create that many Treasure tokens."
Equip
Flying
: This creature gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.
Create a 3/3 green Elephant creature token.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
From the cracks in the stone, she reads stories of the past. From the swirling vines, she glimpses visions of the future.
"One alone is fearsome; one among many is unstoppable."
—Benalish proverb
Flying
Vigilance (Attacking doesn't cause this creature to tap.)
The angel remembers her past lives like dreams. Her song held up meadows. Her blade drove back darkness. Her wings carried her across the ages.
When this creature enters, sacrifice it unless you return three basic lands you control to their owner's hand.
, Return this creature to its owner's hand: Destroy target creature. It can't be regenerated. That creature's controller creates a 0/1 green Sheep creature token.
Domain — Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put up to two of them into your hand and the rest into your graveyard. You lose 2 life.
"Lord Windgrace, grant me wisdom."
Kicker (You may pay an additional as you cast this spell.)
Return target creature card from your graveyard to your hand. You gain 2 life. If this spell was kicked, return another target permanent card from your graveyard to your hand.
Kicker (You may pay an additional as you cast this spell.)
When this creature enters, if it was kicked, create two 1/1 white Soldier creature tokens.
As long as this creature entered this turn, creatures you control have haste.
Reach
Domain — When this creature enters, it deals damage to each opponent equal to the number of basic land types among lands you control.
Arrows fashioned from the living wood of Yavimaya carry all of the forest's rage in their fire-hardened points.
Choose one —
• Destroy target artifact.
• Destroy target creature with defender.
• Smash to Dust deals 1 damage to each creature your opponents control.
Choose one —
• When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
• Target creature you control gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
"More fire?" Jaya asked.
"More fire," Jodah agreed.
Choose one —
• Destroy target creature with toughness 4 or greater.
• Destroy target enchantment.
Serra's grace most often manifests as a healing touch, but it may also grant a merciful death.