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."
Changeling (This card is every creature type.)
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
No map. No complaints.
Menace (This creature can't be blocked except by two or more creatures.)
Vivid — When this creature enters, each opponent loses X life and you gain X life, where X is the number of colors among permanents you control.
It lurks near the borders, harvesting loose threads of wild magic where the planes meet.
Changeling (This card is every creature type.)
Flash
Flying
When this creature enters, return up to one other target creature you control to its owner's hand.
, , Blight 1: This creature deals 2 damage to each opponent. (To blight 1, put a -1/-1 counter on a creature you control.)
"The first step is to wuzzle the buzzers."
Changeling (This card is every creature type.)
When this creature enters, destroy up to one target artifact or enchantment.
The knight was irritated when her rations went missing and truly baffled when her weapons started disappearing too.
Exile target creature you control, then return that card to the battlefield under its owner's control. Create a 1/1 colorless Shapeshifter creature token with changeling. (It's every creature type.)
"I found myself wishing I could run away and start anew. That's when I saw those yellow eyes."
—Yenn, kithkin nomad
Changeling (This card is every creature type.)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
You may have this creature enter as a copy of any creature on the battlefield, except it has changeling.
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
If a red source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
A dwarf's grudge runs deeper than the mountains' roots.
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.
Each other non-Human creature you control enters with an additional +1/+1 counter on it.
"Does it matter what it is? Take it and be grateful!"
Flying
: Add or .
Neither hostile nor friendly, pixies flit through the forest seeking the treasures of the wilds.
At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics.
• 3/1 Human Warrior with trample and haste.
• 2/1 Human Cleric with lifelink and haste.
• 1/2 Human Rogue with haste and "When this token enters, it deals 1 damage to any target."
[+1]: Draw a card, then discard a card.
[+1]: Target creature gets +2/+0 and gains first strike and trample until end of turn.
[−8]: Draw four cards. When you do, The Royal Scions deals damage to any target equal to the number of cards in your hand.
Enchant creature
Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
A faerie's glee at her trove quickly fades to contentment, then to boredom, then to an urge to steal more.
Vigilance (Attacking doesn't cause this creature to tap.)
Whenever a white creature you control attacks, you gain 1 life.
"Until my last breath, I will defend the realm."
Haste
When you gain life for the first time each turn, return this card from your graveyard to your hand.
"Headed to the wilds? Beware the dead riders who serve the Shadow Queen."
—Scalan, Edgewall innkeeper
Vigilance
Create a 2/2 white Knight creature token with vigilance. (Then exile this card. You may cast the creature later from exile.)
When this Vehicle enters, create two 1/1 white Mouse creature tokens.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
As this artifact enters, choose a color.
Creatures you control of the chosen color get +1/+0.
: Add one mana of the chosen color.
Whenever you cast an Adventure instant or sorcery spell, copy it. You may choose new targets for the copy.
Syr Branigan always remembered to kiss his good luck charm, having lost his foot to wolverines the last time he forgot.
Vigilance
: Add one mana of any color.
"Accursed scarecrow! Sending folk in every direction is the same as sending them nowhere at all."
—Corliss the Wanderer
Whenever you sacrifice another permanent, you may pay . If you do, create a token that's a copy of this creature.
"Reynald wished for an army to sweep away his enemies. The fae king smiled."
—Beyond the Great Henge
Reach, trample, protection from multicolored
This creature enters with X +1/+1 counters on it.
Cast out of Garenbrig for his crimes, Ennor turned to fae magic to fashion the perfect weapon for his revenge.
, Sacrifice a creature: Create a Food token. If the sacrificed creature's toughness was 4 or greater, create two Food tokens instead. (They're artifacts with ", , Sacrifice this token: You gain 3 life.")
The wafting smells are both scrumptious and suspicious.
This land enters tapped unless you control a Forest.
: Add .
, : Add six . Spend this mana only to cast creature spells or activate abilities of creatures.
Without Garenbrig's strength, the realm would succumb to the wilds.
(: Add .)
This land enters tapped unless you control three or more other Mountains.
When this land enters untapped, create a 1/1 red Dwarf creature token.
Not all heroes carry swords.
Return target permanent you control to its owner's hand. (Then exile this card. You may cast the creature later from exile.)
Not all heroes carry swords.