Destroy target creature with power 2 or less.
"Wars are decided one life at a time."
—Gvar Barzeel, Kolaghan warrior
Flying, first strike, vigilance, trample, haste, protection from black and from red
"Wrath is no vice when inflicted upon the deserving."
[+2]: During target opponent's next turn, creatures that player controls attack Gideon Jura if able.
[−2]: Destroy target tapped creature.
[0]: Until end of turn, Gideon Jura becomes a 6/6 Human Soldier creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature attacks, tap target creature defending player controls."
"There is power in abandon, but far more in control."
—Warden Hixus, to Kytheon
Flying, vigilance, lifelink
Dwarves have an instinct for repair, an inherent understanding of how systems work, and a reputation for fearlessness. They're perfect candidates for the Fair's emergency response team.
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
A blazing sun that never sets.
Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment.
Remove three quest counters from this enchantment and sacrifice it: Draw two cards.
Flying
Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
"The best spot to hook one is right behind the gills."
—Rana Cloudwake, kor skyfisher
Destroy two target nonblack creatures. You lose 5 life.
"The end is justified in being mean. Or something like that."
At the beginning of combat on your turn, you may have target creature get +2/+0 until end of turn.
The shaman rattles not to inspire a battle fury but to drown out the shrieks of those fleeing the Eldrazi.
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters with a +1/+1 counter on it.)
First strike (This creature deals combat damage before creatures without first strike.)
When this creature enters, it deals 4 damage to target creature.
"For dim-witted, thick-skulled genetic mutants, they have pretty good aim."
—Sisay, captain of the Weatherlight
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters with two +1/+1 counters on it.)
Some of the eleven minotaur clans of Mirtiin are expert crafters and learned philosophers. Others just like to hit stuff.
Exile target tapped creature.
The demon had flown past the reach of Erebos's whip but not the point of the sun god's spear.
Whenever you cast an instant or sorcery spell, this creature deals 2 damage to each opponent.
He wants to watch Ravnica burn, one soul at a time.
Lightning Bolt deals 3 damage to any target.
The sparkmage shrieked, calling on the rage of the storms of his youth. To his surprise, the sky responded with a fierce energy he'd never thought to see again.
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters with two +1/+1 counters on it.)
Menace (This creature can't be blocked except by two or more creatures.)
Blood is holy to those whose god is War.
Choose a color. Sudden Demise deals X damage to each creature of the chosen color.
In the Skyfang Mountains, one misstep can mean the end of an entire clan.
Target player gains 8 life.
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Landfall — Whenever a land you control enters, you may have target creature block this creature this turn if able.
As long as you control eight or more lands, this creature gets +4/+4 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
It carries the hopes of Zendikar's embattled wilds on its mighty boughs.
Each player mills two cards. Then you put a creature card from a graveyard onto the battlefield under your control.
If you want to wreak havoc above, sometimes it's best to look below.
Gain control of target creature. Untap that creature. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Nicol Bolas doesn't distinguish between servants and victims.
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
The blade glows only for Zendikar's chosen.
Double target player's life total. Shuffle Beacon of Immortality into its owner's library.
The cave floods with light. A thousand rays shine forth and meld into one.
Flying
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
"There's only one route from Kessig into Stensia. Unless you come with me."
Defender (This creature can't attack.)
When this creature enters, draw a card.
Within silent clearings guarded by living palisades, the natural world guards its most precious secrets.
Until end of turn, creatures you control get +1/+1 and creatures your opponents control get -1/-1.
"Rejoice! Your vile blood will help fulfill our righteous cause."
This land enters tapped.
: Add , , or .
The people of the Sun Empire worship the sun in three aspects: the creative sun, the sustaining sun, and the destructive sun.
For each opponent, gain control of target permanent that player controls.
Centuries of association with the Sun Empire have taught the dinosaurs that shiny things are important.
Draw three cards.
"The treasure in my mind is greater than any worldly glory."
Whenever this creature attacks, if defending player has two or fewer cards in hand, it gains flying until end of turn.
Target opponent discards two cards. (Then exile this card. You may cast the creature later from exile.)
Whenever a creature attacks you or a planeswalker you control, that creature's controller loses 1 life and you gain 1 life.
Syr Tasdale declared that he never wanted to see the witch Ygretta again. Her familiars quickly granted his request.
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
Flying
No one is so lost that a faerie can't find them.
Target creature gets +2/+1 and gains flying until end of turn. (Then exile this card. You may cast the creature later from exile.)
No one is so lost that a faerie can't find them.
Up to three target creatures can't block this turn. Destroy any of them that are Walls.
"You think these walls will protect you? My, you have a dim view of the power of the wilds."
—Marawen, barrow witch
Whenever this creature becomes the target of a spell, this creature deals 2 damage to that spell's controller.
Not every tale ends in glory.
Damage can't be prevented this turn. Stomp deals 2 damage to any target.
Not every tale ends in glory.
As long as you control an artifact or enchantment, this creature has flying.
"The white fox grinned. 'How about a bet, dragon? If I win, the skies are mine.' After he stopped laughing, the dragon agreed."
—Tales of the Fae
Flash
This spell costs less to cast for each attacking creature you control.
When Embercleave enters, attach it to target creature you control.
Equipped creature gets +1/+1 and has double strike and trample.
Equip
"Courage is the only shield I need."
Destroy target artifact. (Then exile this card. You may cast the creature later from exile.)
"Courage is the only shield I need."
Creatures you control get +0/+1.
When this enchantment enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
"To the king, to the Circle, and to the realm! And to not dying."
Whenever you draw your second card each turn, create two 1/1 black Rat creature tokens.
"Gather round and tell me all from the courts and castles."
, Discard a card: Draw a card.
"Buying old, worn-out junk. Selling marvels of real value."
You may discard a card. If you do, draw a card. (Then exile this card. You may cast the creature later from exile.)
"Buying old, worn-out junk. Selling marvels of real value."
This creature can't block.
Target creature gets +2/+0 until end of turn. (Then exile this card. You may cast the creature later from exile.)
, : Tap target creature.
"What size advantage? They never even see me coming."
Destroy target creature with power 4 or greater. (Then exile this card. You may cast the creature later from exile.)
"What size advantage? They never even see me coming."
As an additional cost to cast this spell, discard a card.
Draw two cards.
"Remember all the great heroes who were careful and never did anything risky? Me neither."
—Syr Carah, the Bold
Whenever you cast a creature spell that has an Adventure, draw a card. (It doesn't need to have gone on the adventure first.)
"Warmth. Safety. A fully-stocked larder. You'll find nothing like Edgewall Keep in the wilds, I promise you that!"
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
When this creature enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
While the realm has laws, in the wilds there are other ways of balancing power.
Whenever one or more non-Human creatures you control deal combat damage to a player, draw a card.
"Only the lion knows more stories than I do."
—Chulane, Teller of Tales
This spell costs less to cast if an opponent controls a green permanent.
Deathtouch
Whenever this creature deals combat damage to a player, draw a card.
The elves remember every secret path from the days when they ruled the realm.
If this spell is the first spell you've cast this game, you may cast it without paying its mana cost.
Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Put a +1/+1 counter on target creature you control, then it fights target creature you don't control. (Each deals damage equal to its power to the other.)
Adamant — If at least three green mana was spent to cast this spell, the creature you control gains indestructible until end of turn.
Vigilance, deathtouch, haste
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Choose one —
• Draw cards equal to the greatest power among non-Human creatures you control.
• Non-Human creatures you control get +3/+3 until end of turn.
"The curse is broken."
Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Exile target card from a graveyard.
"Long after the magic wore off, the mice still dreamed of glorious galloping."
—Tales of the Fae
When this Equipment enters, attach it to target non-Human creature you control.
Equipped creature gets +2/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Flying, lifelink
Creatures entering or dying don't cause abilities to trigger.
"Let's begin this conversation again, and this time you will only listen."
Vigilance
This creature gets +1/+1 for each color among permanents you control.
: For each color among permanents you control, add one mana of that color.
Its wide-reaching roots draw more than water.