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.
: Mill two cards. (Put the top two cards of your library into your graveyard.)
, Exile this artifact: Shuffle any number of target cards from your graveyard into your library.
Do not be so caught up in keeping track of time that you forget to make use of it.
: This creature gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
Not a mote of dust escapes the dutiful cleaners that keep the exclusive Prakhata Club immaculate.
Flying
Whenever this Vehicle attacks or blocks, you may draw a card. If you do, discard a card.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
When this land enters, you get (an energy counter).
: Add .
, Pay : Add one mana of any color.
It powers the dreams of Ghirapur.
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Return target artifact card from your graveyard to the battlefield.
"There's no reason to buy a new one when I've got the tools to fix the one you've got."
—Ripu, repair specialist
"You tread upon the land all the time, yet you seem dismayed when it moves to step on you."
—Nissa Revane
Flying
When this creature enters, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
Return target permanent you control and target permanent you don't control to their owners' hands.
Consulate engineers have developed safe methods of harvesting aether, but renegades aren't always so careful.
"Step right up! Try your hand! It'll thrill the senses and boggle the mind!"
Counter target spell. Draw a card, then discard a card.
The most dangerous thing an artificer can do is believe an invention is perfect.
Creatures your opponents control enter tapped.
Whenever a creature an opponent controls enters, you gain 1 life.
Citizens are free to do as they wish, within the confines of the Consulate's laws.
Defender
When this creature enters, you get (four energy counters).
Pay : This creature can attack this turn as though it didn't have defender.
Whenever an artifact you control enters, this creature gains flying until end of turn.
"Airships are too confining. If I'm in the sky, I want to feel the wind in my hair and taste the aether."
Target creature gets +2/+2 until end of turn. If it's an artifact creature, it gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Consulate-built automatons have a lifetime warranty.
Flying
Drakes prowl the skies of Kaladesh, waiting for the perfect moment to strike.
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Aetherborn who are unwilling to accept the decomposition of their bodies invent ways to preserve and augment themselves.
Choose target creature. You get (two energy counters), then you may pay any amount of . The creature gets -1/-1 until end of turn for each paid this way.
"When the time comes, let go. Nothing lasts forever."
When this creature enters, you may put target artifact or creature card from your graveyard on top of your library.
The teeth marks add character.
Essence Extraction deals 3 damage to target creature and you gain 3 life.
The "gifted" among the aetherborn can draw the life essence of other living beings into themselves.
This creature can't block.
At the beginning of your upkeep, put a +1/+1 counter on this creature and you lose 1 life.
The swarm leaves behind a flawless pattern that only occasionally threatens the structural integrity of the wood.
Deathtouch
When Gonti enters, look at the top four cards of target opponent's library, exile one of them face down, then put the rest on the bottom of that library in a random order. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
When this creature dies, put a +1/+1 counter on target creature you control.
Kaladesh's illicit marketplaces are known as "night markets," but if you know who to ask, you can find what you're looking for at any time of the day.
It's rare that the Prakhata Club closes its doors. It's also rare that Lord Gonti meets with Consul Kambal. What are the odds the two would occur on the same day?
Target creature gets +1/+0 and gains lifelink and indestructible until end of turn. (Damage dealt by that creature also causes its controller to gain that much life, and it can't be destroyed by damage or effects that say "destroy.")
Short lives lead to forbidden choices.
Outlast (, : Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has lifelink.
"Wherever I walk, the ancestors walk too."
Put a +1/+1 counter on target creature you control. It gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.)
Dragons are extinct on Tarkir, but Abzan magic still emulates their endurance.
Barrage of Boulders deals 1 damage to each creature you don't control.
Ferocious — If you control a creature with power 4 or greater, creatures can't block this turn.
Crude tactics can be effective nonetheless.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Some efreet abandon their homes in the volcanic Fire Rim to embrace the Jeskai Way and discipline their innate flames.
Bring Low deals 3 damage to target creature. If that creature has a +1/+1 counter on it, Bring Low deals 5 damage to it instead.
"People are often humbled by the elements. But the elements, too, can be humbled."
—Surrak, khan of the Temur
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
The broken Qal Sisma foothills make poor terrain for cavalry, but a perfect setting for ambushes.