: 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.
Whenever you cast a noncreature spell, you may pay . If you do, create a 1/1 red Goblin creature token with haste.
Goblins, like snowflakes, are only dangerous in numbers.
: This creature gets +2/+0 and gains trample until end of turn.
"What warrior worth the name fears to leave a trail? If my enemies seek me, let them follow the ashes in my wake."
: This creature gains flying until end of turn.
"Strength batters down barriers. Discipline ignores them."
Raid — When this creature enters, if you attacked this turn, add .
"No body can contain so much fury. It reminds me of another battle, long past."
—Sarkhan Vol
Target creature you control gets +1/+0 until end of turn. It fights target creature you don't control.
Shintan sensed the malice in his opponent, but he did not strike until the orc's muscles tensed in preparation to throw the first punch.
Haste
This creature attacks each combat if able.
Mardu riders' greatest fear is that a battle might end before their weapons draw blood.
The Temur welcome bears into the clan, fighting alongside them in battle. The relationship dates back to when they labored side by side under Sultai rule.
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Target creature gets +6/+6 until end of turn.
Put two +1/+1 counters on target creature and untap it.
"When we were lost and weary, the ainok showed us how to survive. They have earned the right to call themselves Abzan, and to wear the Scale."
—Anafenza, khan of the Abzan
You gain 5 life.
Ferocious — You gain 10 life instead if you control a creature with power 4 or greater.
The Temur believe three things only are needed in life: a hot fire, a full belly, and a strong companion.
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Trample
Interlopers in Sultai territory usually end up as crocodile chow or baboon bait.
: Regenerate this creature.
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 amber of the tree and the blood of my veins are the same."
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 reach. (A creature with reach can block creatures with flying.)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature attacks, exile it. Return it to the battlefield under your control tapped and attacking at the beginning of the declare attackers step on your next turn.
Reach (This creature can block creatures with flying.)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
His arrows whistle like a serpent's hiss.
Target creature you control fights target creature you don't control.
Ferocious — The creature you control gets +2/+2 until end of turn before it fights if you control a creature with power 4 or greater.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Even among the hardiest warriors of the Temur, loxodons are respected for their adaptation to the mountain snows.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
"These roads are desolate and changeable. Follow me, or die in the wastes."
When this creature enters, distribute two +1/+1 counters among one or two target creatures you control.
The Abzan avoid extended supply lines by incorporating weapons stores into their battle formations.
When this creature enters, create a 4/4 green Bear creature token.
"The Sultai came hunting for a bear hide. Now I have a belt of naga skin, and my friend has a full belly."
Raid — When this creature enters, if you attacked this turn, create a 1/1 white Warrior creature token.
The horde grows with each assault.
Flying, trample
Its wings produce a high-pitched, barely audible whirring sound in flight. Only Jeskai masters are quiet enough to hear one coming.
Create an X/X black and green Spirit Warrior creature token, where X is the greatest toughness among creatures you control.
The passing years add new rings to the tree's trunk, bolstering the spirits that dwell within.
Flying, vigilance, haste
Mantis riders know their mounts owe them no allegiance. Even a mantis ridden for years would consume a rider who loses focus for only a moment.
Whenever this creature attacks, target creature can't block this turn.
The most ferocious saddlebrutes lead the assault, ramming through massed pikes and stout barricades as if they were paper and silk.
: This creature gets +2/+2 until end of turn. Activate only once each turn.
: Return this creature to its owner's hand.
: This creature gains haste until end of turn.
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 flying.
The fastest way across the dunes is above.
[+1]: Until your next turn, creatures you control get +1/+0 and gain lifelink.
[−2]: Create a 2/2 black Vampire creature token with flying.
[−6]: You get an emblem with "At the beginning of each opponent's upkeep, that player sacrifices a creature of their choice."
Choose one —
• Destroy target monocolored creature.
• Destroy target artifact or enchantment.
• Draw two cards, then discard a card.
"Strike," the fumes hiss. "Raise an empire with your ambition."