Add .
The Multiverse is filled with limitless power just waiting for someone to reach out and seize it.
Whenever another creature you control with power 3 or greater enters, you may draw a card.
"He has learned much in his long years. And unlike selfish humans, he's willing to share."
—Garruk Wildspeaker
Hornet Sting deals 1 damage to any target.
It was only then—to his infinite sorrow—that Gork realized hornets don't make honey.
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
When enchanted creature attacks or blocks, sacrifice this Aura.
First strike (This creature deals combat damage before creatures without first strike.)
Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.)
, : You gain 5 life. Shuffle this artifact and your graveyard into their owner's library.
"Bottled life. Not as tasty as I'm used to, rather stale, but it has the same effect."
—Baron Sengir
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste.
Equip
When wielded by a true believer, it matters little whether the sword is a relic or a replica.
This creature enters with three +1/+1 counters on it.
Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
"Why do bad things always come in threes?"
—Gisulf, expedition survivor
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)
Equip
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
As long as you have 30 or more life, this creature gets +5/+5 and has flying.
When this creature enters, you may destroy target enchantment.
"Let nothing take away from the purity of swords clashing or of arrows taking flight toward the breast of evil."
Whenever this creature becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays .
Whenever this creature enters or attacks, tap target permanent. It doesn't untap during its controller's next untap step.
Exile all creatures you control, then reveal cards from the top of your library until you reveal that many creature cards. Put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.
Other Vampire creatures you control get +1/+1.
Tap five untapped Vampires you control: Gain control of target creature. It becomes a Vampire in addition to its other types.
You may pay 6 life and sacrifice three black creatures rather than pay this spell's mana cost.
Flying, trample
The locks on the cages of the damned are opened with keys of marrow, sinew, and blood.
[+2]: Sorin Markov deals 2 damage to any target and you gain 2 life.
[−3]: Target opponent's life total becomes 10.
[−7]: You control target player during that player's next turn.
Sorin's Vengeance deals 10 damage to target player or planeswalker and you gain 10 life.
"Cherish these last moments. Though your miserable life has come to nothing, I have given it a magnificent end."
As an additional cost to cast this spell, sacrifice a Goblin.
Goblin Grenade deals 5 damage to any target.
Don't underestimate the aerodynamic qualities of the common goblin.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Dungrove Elder's power and toughness are each equal to the number of Forests you control.
All the trees of the forest are his army, and every leaf his shield.
: Create a 1/1 green Saproling creature token.
"We are one with the wild things. Life blooms from our fingertips and nature responds to our summons."
—Jade creed
Reach
When this creature enters, you may destroy target creature with flying.
The juiciest prey is that which grows lazy, thinking itself beyond the reach of danger.
Enchant creature
Enchanted creature gets +2/+2 and has ": Regenerate this creature." (The next time the creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
, : Tap target creature. Gain control of that creature instead if you control artifacts named Scepter of Empires and Throne of Empires.
"With this crown, assert your authority."
—Crown inscription
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
When this creature attacks, sacrifice it at end of combat.
Equipped creature gets +0/+3.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"To my sword I owe my glory, but to my shield I owe my life."
—Sarlena, paladin of the Northern Verge
, : End the turn. Activate only during your turn. (Exile all spells and abilities from the stack. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Enchant creature
Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.
When enchanted creature dies, return this card to its owner's hand.
Enchant creature
Enchanted creature gets +1/+1 and has protection from creatures.
The shield of unimpeachable purity is as strong as any wrought on the anvil.
When this creature enters, target opponent skips their next combat phase.
It did not escape the ambassador's notice that the sound of war drums could also marshal the city to attention.
If you have less life than an opponent, you gain 6 life. If you control fewer creatures than an opponent, create three 1/1 white Soldier creature tokens.
The gods are not always kind, but they do have a soft spot for plucky underdogs.
, : Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
"This is a sacred duty. Master Beleren's trust has bought an eternity of my loyalty."
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters with three +1/+1 counters on it.)
Flying
Whenever you cast a Vampire creature spell, it gains bloodthirst 3.
Destroy target creature an opponent controls. Each other creature that player controls gets -2/-0 until end of turn.
Though the executioner did not speak, the villagers got the message.
Flying
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
This creature gets +1/+1 as long as you control a Swamp.
: 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.)
When this creature enters, target opponent reveals their hand. You may cast an instant or sorcery spell from among those cards without paying its mana cost.
Nicol Bolas gives power to those who will abuse it most.
Searing Spear deals 3 damage to any target.
Sometimes you die a glorious death with your sword held high. Sometimes you're just target practice.
Search your library for up to X basic land cards, where X is the number of lands you control, put them onto the battlefield tapped, then shuffle.
"Planeswalking cannot be taught. Either you see the doors or you do not."
—Nissa Revane
Reach, vigilance
"Your first reaction may be to stand very still and hope she didn't see you. Trust me, she did."
—Endril, Kalonian naturalist
Whenever another creature you control enters, you gain 2 life.
"No life is without meaning. No living thing is too small to be strong."
Tap two untapped artifacts you control: Untap target artifact.
Most clocks measure time, but a few measure everything.
This land enters tapped.
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
: Add .
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.