This creature enters with a -1/-1 counter on it.
, Remove a -1/-1 counter from this creature: Destroy target artifact or enchantment.
"Living scarecrows make a mockery of the natural order. Dead ones make fine hats."
Prevent all combat damage that would be dealt this turn if was spent to cast this spell. Each player loses 1 life for each attacking creature they control if was spent to cast this spell. (Do both if was spent.)
Flying
This creature enters with a -1/-1 counter on it.
"Only a knife left for a fortnight in the hollow of a ghastbark tree can inflict a wound so grave."
—Kithkin superstition
Exile target creature.
A gwyllion's favorite trap is the vanity mirror. A bewitched piece of glass traps the looker's soul and does away with the body.
Forests you control are 1/1 green Elf creatures that are still lands.
, Sacrifice an Elf: Target creature gets +3/+3 until end of turn.
Whenever a player casts a spell, this enchantment deals 2 damage to that player.
A snap of fingers, a snap of teeth.
Whenever this creature deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. If you do, put that card onto the battlefield and put all other cards revealed this way into your graveyard.
Whenever this creature attacks, defending player chooses an untapped creature they control. That creature blocks this creature this turn if able.
Bores ruin a party. Boars are party to ruin.
Sacrifice a Forest: Target attacking creature gets -3/-0 until end of turn.
"Volrath is not the only one who can shape this world to serve him."
—Eladamri, Lord of Leaves
At the beginning of each player's upkeep, that player chooses target player who controls more lands than they do and is their opponent. The first player may search their library for a basic land card, put that card onto the battlefield, then shuffle.
This creature gets +1/+2 as long as an opponent controls a nonbasic land.
"Civilization is a conspiracy to disguise the mutilation of nature."
—Skyshroud elite creed
This creature enters with three +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature.
, Remove a +1/+1 counter from this creature: Prevent all combat damage that would be dealt this turn.
When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.
Secure in the embrace of wood, they want no part of Eladamri's war.
, : Return target creature to its owner's hand unless its controller pays .
"In Barrin's name!" cried Lyna as Hanna's sword passed through her, "Ertai sends word that the portal is open—but not for long!"
Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.)
Create a 1/1 white Pegasus creature token with flying.
This creature enters with four +1/+1 counters on it.
Remove a +1/+1 counter from this creature: Add .
: Remove target attacking creature you control from combat and untap it. (If you activate during end of combat, the creature will untap after it deals combat damage.)
War favors the informed.
Whenever you cast a creature spell, you may pay . If you do, return target creature to its owner's hand.
In Rath, there are only so many souls to go around.
For each creature, its controller sacrifices a permanent of their choice unless they pay .
"Consider the fable of the greedy herder. As her flock grew, so did her weariness; she slept, and the sheep wandered off."
—Karn, silver golem
Buyback—Discard two cards. (You may discard two cards in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.)
Counter target spell.
: This creature gains flying until end of turn.
Hunger is like the sea: deep, endless, and unforgiving.
Whenever a player casts a spell, that player returns a land they control to its owner's hand.
The wizard had it all—until she tried to use it.
At the beginning of each player's upkeep, that player chooses target player who has more cards in hand than they do and is their opponent. The first player may discard their hand and draw three cards.
: Draw a card.
Karn and Hanna stood over the recovered Legacy artifacts like loving parents over sleeping children.
Enchant creature
Enchanted creature gets -1/-1 and has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
A farewell to arms . . . and feet . . . and legs . . . .
, : Choose target opponent who has at least two fewer creature cards in their graveyard than you do as you activate this ability. Destroy target nonblack creature that player controls.
Pay 5 life: Destroy this enchantment. Any player may activate this ability but only during their turn.
Discard a card: Target player puts a card from their hand on top of their library. Activate only as a sorcery.
: You choose target creature an opponent controls, and that opponent chooses target creature. Flip a coin. If you win the flip, destroy the creature you chose. If you lose the flip, destroy the creature your opponent chose.
Whenever you cast a creature spell, tap target creature.
The last thing to go through the mogg's mind was its teeth.
Whenever a creature enters, that creature's controller may have it deal damage equal to its power to any target of their choice.
"If we cannot live proudly, we die so!"
—Eladamri, Lord of Leaves
Price of Progress deals damage to each player equal to twice the number of nonbasic lands that player controls.
Man versus nature is not a fair fight.
Flying, first strike
Most creatures grow out of their baby teeth, but sabertooth wyverns grow into theirs.
"The Mardu are like the gore swine. We are wild, hunt in packs, and rarely clean the blood from our blades."
—Vallash, Mardu warrior
: Draw two cards. Target opponent gains control of this creature. Activate only during your turn.
"You were once Mardu, so your body and will are strong. Now we must train your mind."
—Houn, Jeskai elder
Flying, trample, haste
At the beginning of the end step, this creature's owner shuffles it into their library.
Dragonslayers learned to keep silent about their deeds after seeing the terrible vengeance wrought by Kolaghan and her brood.
Pyrotechnics deals 4 damage divided as you choose among any number of targets.
"Take inspiration from your enemies, and make their strengths your own."
—Alesha, Who Smiles at Death
Target creature gains double strike until end of turn.
Ferocious — That creature also gains trample until end of turn if you control a creature with power 4 or greater.
At the beginning of your upkeep, draw a card if you control the creature with the greatest toughness or tied for the greatest toughness.
His beasts move the great siege towers of the Abzan across the endless sands.
Flying
When this creature dies, destroy target noncreature permanent.
After countless attacks on the Salt Road where it passes through the frozen tundra, the Abzan began to refer to the area as Atarka territory rather than Temur lands.
In a stunning act of diplomacy, Yasova Dragonclaw ceded a portion of Temur lands to the Sultai. Her clan protested until they saw she had given the Sultai the breeding grounds of the krushoks. They hadn't realized she had a sense of humor.
Manifest the top card of your library, then put a +1/+1 counter on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Perfectly suited for life in the Shifting Wastes, the krushok is well protected by its horn, its hide, and its temper.
Ferocious — This creature enters with a +1/+1 counter on it if you control a creature with power 4 or greater.
Each bronze disk on its harness is an offering from a young Temur hunter, a sign of respect to the spirits of the wild.
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater.
First, whispers of ancient days. Then, visions of things to come.
: You may return another creature you control to its owner's hand. If you do, this creature gains indestructible until end of turn.
The Temur see themselves as a pack, their bonds more primal than the Abzan's.
Manifest the top two cards of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
The energies of the Temur lands are readily unleashed upon intruders.
Choose target creature you control and target creature an opponent controls. Each of those creatures deals damage equal to its toughness to the other.
The invader hoped he could survive the beast's jaws and emerge through its rotting skin.
Flying, hexproof
Whenever a Dragon you control attacks, creatures defending player controls get -1/-1 until end of turn.
"No machinations, no puppet strings, no plots. Just pure, sweeping death."
—Tasigur, the Golden Fang
Whenever you cast a noncreature spell, put a lore counter on this artifact.
, : Target creature you control gets +1/+1 until end of turn for each lore counter on this artifact.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast a noncreature spell, create a 1/1 white Monk creature token with prowess.
"Speak little. Do much."
Tap target creature.
Draw a card.
By studying dragon anatomy, Jeskai monks have learned how to locate clusters of nerves that will incapacitate even the mightiest dragons.
Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Ugin's magic reaches beyond the dragons. The clans have adapted it for war.
Lifelink
Instant and sorcery spells you control have lifelink.
: The next time you cast an instant or sorcery spell from your hand this turn, put that card into your hand instead of into your graveyard as it resolves.
Enchant creature
Enchanted creature gets +2/+2.
Enchanted creature has vigilance as long as you control a black or green permanent.
Choose one —
• Each player draws X cards.
• Each player mills X cards.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature dies, draw a card.
"The one who conquers the mind is greater than the one who conquers the world."
Untap target creature.
Draw a card.
"Before you can open your third eye, you must prove you can open the first two."
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast a noncreature spell, you may pay . If you do, target creature gains double strike until end of turn.
Look at the top two cards of your library. Manifest one of those cards, then put the other on the top or bottom of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)