: Add .
"The waters smell oddly sweet, but do not be enticed. You don't want to meet what lurks below the surface."
—Solrun, Beskir warrior
: Add .
"Our brave Tuskeri brethren blaze new trails, and we follow, mapping the routes of those who survive."
—Solrun, Beskir warrior
: Add .
"Hush, and stay still. No matter how dreary the darkness, a light in the Skelle Mire is never a good sign."
—Haugar, Kannah wayfinder
: Add .
"The Cosmos Serpent carved these tunnels, and his echo remains, a twisting aura of ferocity and boundless growth."
—Haugar, Kannah wayfinder
: Add .
"I cannot read these runes, yet somehow they seem like a warning. Have we passed unknowingly into a new realm?"
—Ekken, Omenseeker navigator
: Add .
"I've never seen mist so unnaturally thick as this—where does the sea end and the sky begin?"
—Ekken, Omenseeker navigator
(: Add or .)
This land enters tapped.
"For a fortnight, our warband lay still beneath the icy waters, breathing through reeds as we waited for the great bear to appear."
—Iskene, Kannah storyteller
This land enters tapped.
As this land enters, choose a color.
: Add one mana of the chosen color.
Reflections from the wind-sculpted snow gleam with every color of the rainbow.
Search your library for a snow permanent card, a legendary card, or a Saga card, reveal it, put it into your hand, then shuffle. You gain 1 life for each spent to cast this spell. ( is mana from a snow source.)
(: Add or .)
This land enters tapped.
"Is this the grave of a god? A tunnel carved by the Cosmos Serpent? It matters not. It is no place for us."
—Iskene, Kannah storyteller
This land enters tapped.
: Add .
As long as you control six or more lands, lands you control have ": Add one mana of any color."
, , Sacrifice this land: Search your library for any number of God cards, put them onto the battlefield, then shuffle.
Changeling
Whenever you cast an instant or sorcery spell, if it targets one or more other permanents you control, create a token that's a copy of one of those permanents.
When a spell or ability an opponent controls causes you to discard this card, create a token that's a copy of target permanent.
Angel spells you cast cost less to cast.
"I do not fear death. I know my soul will rise to Starnheim, where I will feast forever among valkyries and heroes. Can you say the same?"
Whenever this creature becomes tapped, if it's enchanted or equipped, create a 2/1 red Dwarf Berserker creature token.
"Who will be the hero of my tale?"
Flying
Whenever another Angel you control enters, put a +1/+1 counter on this creature.
Before she is admitted to the host of Starnheim, a young valkyrie must learn a thousand tales of her ancestors.
When this creature enters, tap target artifact or creature an opponent controls. If was spent to cast this spell, that permanent doesn't untap during its controller's next untap step. ( is mana from a snow source.)
At the beginning of your upkeep, you may exile Cosima. If you do, it gains "Whenever a land you control enters, if Cosima is exiled, you may put a voyage counter on it. If you don't, return Cosima to the battlefield with X +1/+1 counters on it and draw X cards, where X is the number of voyage counters on it."
Whenever a Vehicle you control deals combat damage to a player, that player exiles that many cards from the top of their library. You may play lands from among those cards for as long as they remain exiled.
Crew 1
When this creature enters, if you cast it from your hand, return all permanents to their owners' hands except for Giants, Wizards, and lands.
Frost giants study for centuries in isolation, honing their ability to harness elemental mayhem.
Whenever you cast your second spell each turn, create a 1/1 white Spirit creature token with flying.
To the living, the horn sounds faint and mournful, but to the spirits of Istfell, it is a thunderous call that must be obeyed.
Changeling (This card is every creature type.)
Flying
: This creature gets +1/-1 until end of turn.
"To escape Littjara, follow a bird."
—Tuskeri folklore
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield under its owner's control."
It began as a flavor on the tongue, like a bloody morsel of roast boar—but soon the power was a conflagration in her veins.
Exile target creature you control, then return that card to the battlefield under its owner's control.
Draw a card.
Renegades find ever more creative ways to work around the Consulate's aether regulations.
Choose one or both —
• Target creature gets -1/-1 until end of turn.
• Put a +1/+1 counter on target creature.
Renegades do some of their best work right under the Consulate's nose.
Destroy target creature. You gain 1 life for each artifact you control.
Aetherborn patrons use any means necessary to secure victory for their protégés.
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
"No, I don't believe they have the proper permits for those, but I'm not going to be the one to ask."
—Caru, Consulate warden
Target attacking creature gets +3/+3 until end of turn. If it's an artifact creature, it gains trample until end of turn.
Free from Consulate regulations, renegade-built automatons push performance to the limit.
As an additional cost to cast this spell, discard two cards.
Draw three cards.
The chasm of years and worlds collapsed under the power of their embrace.
First strike
When this creature enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then this creature deals damage to that player equal to the total mana value of those cards.
Enchant creature
Enchanted creature gets +2/+1 and has menace.
The giant-decorating contest at the migration festival is a tradition that may have started as a dare.
Flying
When this creature enters, you get (two energy counters).
Whenever this creature attacks, you may pay . If you do, another target attacking creature gains flying until end of turn.
Whenever an artifact you control enters, this creature deals 1 damage to each opponent.
Architects find inspiration in the dragon's beauty of form, while artificers are influenced by the function of its fire.
Target creature can't block this turn.
Draw a card.
"Nothing against you. It's just that waiting for Consulate clearance was never really my thing."
, Sacrifice this creature: Destroy target artifact.
City officials once sent twenty gleaming automatons to exterminate a nest of gremlins. They soon saw the error of their ways.
Whenever an artifact you control enters, this creature gets +2/+0 and gains trample until end of turn.
If an elf can dream it, a dwarf can build it, and a gremlin can eat it.
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield.
"You're coming with me."
Menace
"The giants follow the flow of aether, and twice a year it leads them through here. Lesson learned. More clearance is needed."
—Sram, senior edificer
Destroy target artifact or enchantment with mana value 4 or less.
"Too much friction on your bearings, your countersinking is inconsistent, and there are lines in your casting. Dispose of it, and begin again."
—Dovin Baan
When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.
Were she not a judge, she'd win the division herself.
Target creature you control gets +2/+2 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Those who move harmoniously with the flow of aether can channel the power of the natural world.
Prevent all combat damage that would be dealt to players this turn.
Never before have there been so many brilliant minds and wondrous inventions in one place. Denizens from every corner of Kaladesh will flock to the once-in-a-lifetime Inventors' Fair.
Destroy target artifact, enchantment, or land.
Sanctions, mandates, regulations . . . These things mean nothing to the natural world.
Target creature gets +4/+4 and gains trample until end of turn.
"They say Head Judge Tezzeret will be reviewing every invention at the Fair. I made sure to build something that will stand out."
—Jehvani, Vahadar artificer
Target creature you control gains vigilance and trample until end of turn. It deals damage equal to its power to target creature you don't control.
Many elves incorporate the beauty of nature into their inventions. Very few capture its savagery.
Trample
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Connected as artificer and invention, bonded as rider and steed.
Trample
When this creature enters, you get (two energy counters).
Whenever this creature attacks, you may pay . If you do, it gets +2/+2 until end of turn.
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
"Shine bright, bolts tight."
Choose one —
• Take Down deals 4 damage to target creature with flying.
• Take Down deals 1 damage to each creature with flying.
The drake flew true. The arrow flew truer.
Trample
When this creature enters, distribute four +1/+1 counters among any number of target creatures you control.
Lifelink
Whenever an artifact you control enters, scry 1.
"Don't waste my time with trifles. Bring me works of art, and I will make you rich."
Choose one —
• Target creature gets +5/+5 and gains trample until end of turn.
• Creatures you control get +2/+2 and gain vigilance until end of turn.
[+1]: Scry 1. Saheeli Rai deals 1 damage to each opponent.
[−2]: Create a token that's a copy of target artifact or creature you control, except it's an artifact in addition to its other types. That token gains haste. Exile it at the beginning of the next end step.
[−7]: Search your library for up to three artifact cards with different names, put them onto the battlefield, then shuffle.
Destroy target creature. If you control an artifact, Unlicensed Disintegration deals 3 damage to that creature's controller.
"I'd stand back if I were you."
When this creature enters, scry 2.
Whenever this creature crews a Vehicle, that Vehicle gets +1/+1 until end of turn.
He's set to compete in every race at the Fair, and he plans to win them all.
Whenever you cast a spell, you gain 1 life for each spell you've cast this turn.
Pay 50 life: This artifact deals 50 damage to any target.
While most power is used for ordinary, everyday tasks, one shouldn't underestimate its potential for the extraordinary.
When this Vehicle enters, draw a card.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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.
: This creature gains flying until end of turn.
Elegant filigree birds perch along the eleven bridges that cross Canal Dukhara.
When this creature enters, you get (three energy counters).
Pay : This creature gets +X/+X until end of turn, where X is its power.
Whenever you get one or more (energy counters), put a +1/+1 counter on target creature you control.
, : You get .
Inspiration leads to design.
Artifact spells you cast cost less to cast.
Automaton inspectors ensure that the Consulate's stringent standards for mass production are upheld.
Whenever another creature you control leaves the battlefield, put a +1/+1 counter on this creature.
The Consulate keeps watch at each of the eleven bridges to ensure that the market remains a haven for commerce, not for con artists.
When this artifact enters, you draw a card and you lose 1 life.
, Sacrifice this artifact: You draw a card and you lose 1 life.
If an artifact or creature entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
All who listen hear their own song, a unique melody played just for them.