Whenever this creature or another Zombie enters, all non-Zombie creatures get -1/-1 until end of turn.
Plague and death wrapped in one convenient package.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, destroy target nonblack creature. It can't be regenerated.
All Sliver creatures have ": This creature gets +1/+1 until end of turn."
"Sure, I've seen agents of the Cabal here and there. Well, not here, and certainly not in any of the sliver labs. Oh dear, I've said too much."
—Apprentice researcher
Whenever a Sliver deals combat damage to a creature, destroy that creature. It can't be regenerated.
It doesn't need to use its venom—it just needs you to know it can.
: Exile target card from a graveyard.
Once it consecrated the dead. Now it desecrates them.
All Sliver creatures get +1/+0.
After breaking free from the Riptide Project, the slivers quickly adapted to life on Otaria—much to the dismay of life on Otaria.
Whenever this creature or another Goblin enters, each player flips a coin. Each player whose coin comes up tails sacrifices a creature of their choice.
The more victims he kills, the more likely he is to get the right one.
When this creature enters, create three 1/1 white Kithkin Soldier creature tokens.
Tap three untapped Kithkin you control: This creature gets +2/+0 and gains flying until end of turn.
When this creature enters, you may search your library for a Goblin card, reveal it, then shuffle and put that card on top.
Changeling (This card is every creature type.)
As long as a creature card with flying is in a graveyard, this creature has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.
Changeling (This card is every creature type.)
Exile target creature. Its controller creates a 1/1 colorless Shapeshifter creature token with changeling.
Put any number of target creature cards from your graveyard on top of your library.
Draw a card.
The scent of rot and vinegar fills the marsh, inviting boggarts from every warren to reunite and feast.
When this creature enters, put a +1/+1 counter on target creature you don't control.
, : Destroy target creature with a counter on it.
Snokk ran as fast as he could, but the sound of hooves grew ever louder in his ears.
Flying
When this creature enters, create two 1/1 black Goblin Rogue creature tokens.
Sacrifice a Goblin: This creature has base power and toughness 3/3 until end of turn.
Changeling (This card is every creature type.)
: Regenerate this creature.
Though they lack true flesh and bone of their own, changelings imitate either with equal ease.
Changeling (This card is every creature type.)
Haste
Champion a creature (When this enters, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)
Changeling (This card is every creature type.)
: This creature gets +1/+0 until end of turn. Activate no more than twice each turn.
"My ears say it hisses. My fingers say it burns."
—Auntie Wort
When this creature enters, you may search your library for an Elemental card, reveal it, then shuffle and put that card on top.
Giant's Ire deals 4 damage to target player or planeswalker. If you control a Giant, draw a card.
The only feeling greater than hurling something a mile is crushing something else with it that was really, really irritating you.
Haste
When this creature enters, up to two target creatures can't block this turn.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Lash Out deals 3 damage to target creature. Clash with an opponent. If you win, Lash Out deals 3 damage to that creature's controller. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Needle Drop deals 1 damage to any target that was dealt damage this turn.
Draw a card.
"First it was plovers and mulldrifters. Now it's knitting needles the size of javelins."
—Calydd, kithkin farmer
Whenever a Forest you control enters, this creature gets +2/+2 until end of turn.
Whenever you cast a Treefolk spell, this creature gets +2/+2 until end of turn.
Changeling (This card is every creature type.)
Champion a creature (When this enters, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)
Dauntless Dourbark's power and toughness are each equal to the number of Forests you control plus the number of Treefolk you control.
This creature has trample as long as you control another Treefolk.
Put a +1/+1 counter on target creature, two +1/+1 counters on another target creature, and three +1/+1 counters on a third target creature.
"Tie a mouse under a bridge, and your cabbages will triple in size."
—Kithkin superstition
When this creature dies, you may search your library for up to three Forest cards, put them onto the battlefield tapped, then shuffle.
"May you shade three generations of seedlings."
Changeling (This card is every creature type.)
Changelings cannot resist the draw of a new shape, even if doing so would be in their best interests.
Each creature assigns combat damage equal to its toughness rather than its power.
"Each year that passes rings you inwardly with memory and might. Wield your heart, and the world will tremble."
Prevent all combat damage that would be dealt to attacking creatures you control.
Lorwyn's stones resonate with the place from which they were hewed. Though taken far, still they call to their home when silence is upon the land.
Equipped creature gets +1/+1 and is every creature type.
Equip
When a changeling adopts a form no other changeling has taken, a rune appears in the caverns of Velis Vel to mark the event.
You may activate abilities of creatures you control as though those creatures had haste.
, : Untap target creature.
Paradoxically, to tilt the massive jug for a sip, you'd need the energy of the giant's tonic.
As this land enters, you may reveal a Giant card from your hand. If you don't, this land enters tapped.
: Add or .
The arbiter Galanda Feudkiller judges Lorwyn's squabbles from a lofty perspective.
As this land enters, you may reveal an Elf card from your hand. If you don't, this land enters tapped.
: Add or .
Dawn's Light, greatest palace of Gilt-Leaf Wood, is built on tiers of wood and power.
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if a library has twenty or fewer cards in it.
This land enters tapped with two charge counters on it.
: Add .
, Remove a charge counter from this land: Add one mana of any color.
As this land enters, you may reveal a Merfolk card from your hand. If you don't, this land enters tapped.
: Add or .
Below the great river, a bustling hub channels the flow of merrow trade.
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
Changeling (This card is every creature type.)
: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
Unaware of Lorwyn's diversity, it sees only itself, reflected a thousand times over.
When this creature enters, clash with an opponent. If you win, put a +1/+1 counter on this creature. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
When this enchantment enters, exile another target nonland permanent.
When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.
A circle of sugar and a word of forbiddance.
Changeling (This card is every creature type.)
Creatures target player controls get +0/+1 and gain all creature types until end of turn.
Changelings can alter shape based on what the beings around them desire most.
Changeling (This card is every creature type.)
Flying
Today it flies with the flock. Tomorrow it may wake to find them gone, its body in an unfamiliar form.
Whenever this creature becomes tapped, you may put a +1/+1 counter on it.
In the backwaters of the Merrow Lanes lie stones scarred with tallies of countless generations, each representing a victory of merrow soldiers.
Other Kithkin creatures you control get +1/+1.
"Thoughtweft binds us together as one, part of an intricate pattern that would unravel if even one thread came loose."
Changeling (This card is every creature type.)
: Target creature gains all creature types until end of turn.
: Target creature loses all creature types until end of turn.
Choose two —
• Counter target spell.
• Return target permanent to its owner's hand.
• Tap all creatures your opponents control.
• Draw a card.
Flash
Flying
When this creature enters, you may search your library for a Faerie card, reveal it, then shuffle and put that card on top.
As an additional cost to cast this spell, return a creature you control to its owner's hand.
Counter target spell.
Because of their capricious nature, faeries can serve as living lenses for disruptive magic.
Whenever an opponent casts a spell, that player draws seven cards.
"Petals within petals within petals, tadpole. The truth lurks below an opulence of illusion."
—Neerdiv, fallowsage
Protection from red
Sacrifice this creature: Prevent all damage a red source of your choice would deal this turn.
"We are a clachan of smiths. The forge is as comfortable to us as a small fire during a cool winter's evening."
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
When this creature enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top.
Changeling (This card is every creature type.)
: Target Shapeshifter becomes a copy of target creature until your next turn.
One good mimic deserves another.
: Target creature gets -X/-0 until end of turn, where X is the number of Merfolk and/or Faeries you control.
The Silvergill school monitors traffic on the Lanes, ensuring that the riffraff don't interfere with travelers.
Flash
Flying
When this creature enters, counter target spell with mana value X or less, where X is the number of Faeries you control.
Changeling (This card is every creature type.)
Champion a creature (When this enters, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Changeling (This card is every creature type.)
: Switch this creature's power and toughness until end of turn.
A changeling involuntarily mimics the nearest being at hand, sometimes trading a borrowed shell for borrowed claws.
Flying
Whenever this creature deals damage to an opponent, that player discards a card at random.
Its victims are known by their eyes: shattered vessels leaking broken dreams.
Target player draws two cards and loses 2 life.
"You know I accept only one currency here, and yet you have sought me out. Why now do you hesitate?"
—Xathrid demon
Play with the top card of your library revealed.
As long as the top card of your library is black, this creature and other Vampire creatures you control get +2/+1 and have flying.
"Your life will set with the sun."