First strike (This creature deals combat damage before creatures without first strike.)
Whenever Odric and at least three other creatures attack, you choose which creatures block this combat and how those creatures block.
"Fear holds no place in faith's battle plan."
At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game.
There is no loftier ambition than the pursuit of knowledge.
Flying
When this creature enters, target creature gets +2/+2 and gains flying until end of turn.
Eagles make fine mounts, but they're too proud to carry anyone for long.
Create two 2/2 blue Drake creature tokens with flying.
After Talrand conquered the depths of Shandalar, his ambitions drove him skyward, joined by servants whose drive and curiosity equaled his own.
Create two 1/1 red Elemental creature tokens, then flip a coin. If you win the flip, return Molten Birth to its owner's hand.
"Few can coax the creatures within the magma to be cooled and take form."
—Koth of the Hammer
It stalks the Regathan highlands, leaving behind melted snow, scorched earth, and the charred corpses of would-be temple robbers.
Whenever you cast an instant or sorcery spell, create a 1/1 red Elemental creature token.
Immolation is the sincerest form of flattery.
Target creature gets +7/+7 and gains trample until end of turn. It must be blocked this turn if able. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
First strike (This creature deals combat damage before creatures without first strike.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
This creature can't be the target of black or red spells your opponents control.
Trample
This creature enters with four +1/+1 counters on it.
Whenever this creature attacks, double the number of +1/+1 counters on each creature you control.
Even baloths fear its feeding time.
Sliver creatures you control have ": Add one mana of any color."
"I see in their interconnectedness a strange embodiment of the natural order."
—Dionus, elvish archdruid
Whenever you cast a creature spell, create a 3/3 green Beast creature token.
Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control.
Landfall — Whenever a land you control enters, you gain 3 life.
Landfall — Whenever a land you control enters, create a 1/1 green Saproling creature token.
"If you threaten its territory, it produces spores. Actually, no matter what you do, it produces spores."
—Hadi Kasten, Calla Dale naturalist
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever an opponent casts a blue or black spell during your turn, put a +1/+1 counter on this creature.
Create two 1/1 colorless Sliver creature tokens.
Sliver young are sorted into clutches according to their potential and their future role. Human scholars can only guess how those are determined.
Equipped creature gets +4/+4.
: Until end of turn, this permanent becomes a 4/4 Spirit artifact creature that's no longer an Equipment. Activate only if you control no creatures.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
, : Target player mills two cards.
Minds, like mountains, are never so grand and mighty that they can't be reduced to dust.
This artifact enters with three wish counters on it.
, , Remove a wish counter from this artifact: Search your library for a card, put that card into your hand, then shuffle.
At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying.
As demons are drawn to suffering, angels are drawn to acts of benevolence.
Sliver creatures you control have vigilance. (Attacking doesn't cause them to tap.)
Through its watchful gaze, all slivers may see.
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
"Words of power never disappear. They sleep, awaiting those with the will to rouse them."
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield.
"Oathbreaker, I cast you out!"
, : Search your library for a card named Festering Newt or Bubbling Cauldron, put it onto the battlefield tapped, then shuffle.
"The hardest thing is finding the right ingredients."
Enchant creature
When this Aura enters, you gain 3 life.
Enchanted creature gets +1/+3.
With an armory of light, even the squire may champion her people.
This creature gets +1/+1 as long as you control a Mountain.
: This creature deals 2 damage to any target.
Nightfire turns the greatest weakness of the undead into formidable strength.
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.)
Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Other black creatures you control get +1/+1.
, : Another target black creature you control gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
When this creature enters, exile target creature card from a graveyard. You gain life equal to that card's toughness.
Is it at the top of the food chain or the bottom?
Pay 2 life: This creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
"My favorite guilty pleasure? Are there innocent ones?"
Enchant creature
Enchanted creature gets -2/-2.
At the beginning of the upkeep of enchanted creature's controller, that player loses 2 life.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Kidnappers caught in Havengul are given two choices: languish in prison or become rat catchers. The smart ones go to prison.
Exile the top three cards of your library. Until end of turn, you may play those cards. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)
"You don't want to know what happens after I put on the goggles."
Blastfire Bolt deals 5 damage to target creature. Destroy all Equipment attached to that creature.
"Encase yourself in the most elaborate armor, and cower behind the heaviest shield. I would hate for you to feel helpless."
—Korig the Ruiner
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.)
Target creature gets +1/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
When this creature enters, it deals 1 damage to target creature and 1 damage to you.
A bit of pain never hurts.
Whenever another red creature you control enters, this creature gets +1/+0 until end of turn.
After the Foundry Street riot, Arrester Hulbein tried to ban bludgeons. Which, inevitably, resulted in another riot.
, Sacrifice this creature: Add . If that mana is spent on a creature spell, it gains haste until end of turn. (That creature can attack and as soon as it comes under your control.)
At the beginning of your upkeep, create a colorless artifact token named Land Mine with ", Sacrifice this token: This token deals 2 damage to target attacking creature without flying." Then flip a coin. If you lose the flip, this creature deals 2 damage to itself.
Designed by Stone Librande
Astride the bucking creature, Gribble hurtled down the mountainside while his Grotag brethren cheered. It was at that moment that the legend of the Skrill Tamer was born.
Enchant creature you control
Enchanted creature gets +2/+0.
, Sacrifice this Aura: This Aura deals 2 damage to any target.
"I've never been above throwing the first punch."
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
He just likes to break legs. Collecting the debt is a bonus.
: This creature gets +1/+0 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
There are certain stones even dwarves know to leave in the earth.
First strike
: This creature deals 3 damage to target player or planeswalker and 3 damage to up to one target creature that player or that planeswalker's controller controls.
, Exile this card from your graveyard: It deals 3 damage to target player or planeswalker and 3 damage to up to one target creature that player or that planeswalker's controller controls.
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.)
Stoke the Flames deals 4 damage to any target.
Defender (This creature can't attack.)
: This creature gets +1/+0 until end of turn.
Mercy is for those who keep their distance.
: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Enchant creature
Enchanted creature gets +2/+2 and has vigilance. (Attacking doesn't cause it to tap.)
Stand your post for duty. Stand your ground for honor.
: Put a +1/+1 counter on this creature.
Ranger wisdom dictates that when fleeing from a moss-beast, you must stay calm, find your bearings, and run south.
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.)
Target creature gets +2/+2 until end of turn.
When you cast this spell, reveal the top X cards of your library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield. Then shuffle the rest into your library.
This creature enters with X +1/+1 counters on it.
Designed by George Fan
Defender (This creature can't attack.)
Whenever this creature is dealt damage, create that many 1/1 green Insect creature tokens with flying and deathtouch. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)
Prevent all combat damage that would be dealt by nongreen creatures this turn.
First you lose your enemy's trail. Then you lose all sense of direction. Then you hear the growls . . .
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 gain 8 life.
Find your center, and you will find your way.
Target creature you control gets +1/+1 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
"You don't survive in the wild by standing in plain sight."
—Garruk Wildspeaker
Return two target cards from your graveyard to your hand. Exile Restock.
What looked like a retreat was actually a replenishing.
The magic of the elves leaves its mark on the forest. The magic of the forest leaves its mark on the animals who live there. The animals of the forest leave their mark on all who trespass.
Reach
: Create a 3/3 green Beast creature token.
, Exile this card from your graveyard: Create a 3/3 green Beast creature token.
Sliver creatures you control have deathtouch. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)
"We attacked with arrows dipped in poison. The slivers that did not die began to change."
—Hastric, Thunian scout
, , Put a verse counter on Yisan: Search your library for a creature card with mana value equal to the number of verse counters on Yisan, put it onto the battlefield, then shuffle.
Designed by Brian Fargo
Sliver creatures you control have indestructible. (Damage and effects that say "destroy" don't destroy them.)
"This is the source, the line unbroken since the calamity that brought such monsters to our shores."
—Hastric, Thunian scout