: Add .
The vedalken saw the myr as toys, unaware of the intelligence lurking behind their empty eyes.
, : You gain 10 life.
Its etchings tell the ur-golems' stories of an entity able to force life into a lifeless plane.
, : Draw four cards.
The ur-golem etchings begin by celebrating Mirrodin's creator, a golem of almost limitless power. They end by cursing its protector, a being called Memnarch.
: Add .
Taj-Nar, throne of Raksha Golden Cub, destined leader of the leonin prides.
: Add .
Kuldotha, wellspring of molten metal, temple of the goblin horde.
: Add .
: This land becomes a 3/3 Elemental artifact creature that's still a land. (This effect lasts indefinitely.)
: Add .
Tel-Jilad, sanctum of the ancient trolls, keepers of the secret of Mirrodin's origin.
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Flying
Broodstar's power and toughness are each equal to the number of artifacts you control.
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
No one knows what she is watching, but she never takes her eyes off it.
Each noncreature artifact is an artifact creature with power and toughness each equal to its mana value. (Equipment that's a creature can't equip a creature.)
If a player would draw a card, that player exiles the top card of one of their opponents' libraries face down instead.
Each player may look at cards they exiled with this enchantment, and they may play lands and cast spells from among those cards.
Each player sacrifices two creatures of their choice.
"In the game of conquest, who cares about the pawns if the king yet reigns?"
—Geth, keeper of the Vault
Choose one —
• Destroy target creature.
• Return target creature card from your graveyard to the battlefield.
Entwine—Sacrifice three lands. (Choose both if you pay the entwine cost.)
Flying
When this creature dies, target opponent puts a card from their hand on top of their library.
Defender (This creature can't attack.)
Pay 1 life: This creature gets +1/+1 until end of turn.
Blood is thicker than mortar.
Destroy target artifact with mana value X. It can't be regenerated. Detonate deals X damage to that artifact's controller.
The goblins have forty-two different words for "ow."
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.
Choose one —
• Until end of turn, you gain control of target creature and it gains haste.
• Sacrifice a creature. Grab the Reins deals damage equal to that creature's power to any target.
Entwine (Choose both if you pay the entwine cost.)
All creatures have haste.
The sooner you see the whites of their eyes, the sooner you'll spill the red of their blood.
Creatures you control with power or toughness 1 or less can't be blocked.
"Her talent for slipping unseen behind enemy lines provided information that would prove crucial to Dominaria's defense."
—Heroes of the Second Invasion
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
A blazing sun that never sets.
: This creature can't be blocked this turn.
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card.
"They'll never see me coming."
When this creature enters, sacrifice another creature. You gain X life and draw X cards, where X is that creature's power.
"Lord Bolas has shown me how each miserable little life holds untold resources."
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
All seeds share a common bond, calling to each other across infinity.
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
"How truly vast this city must be, that I have traveled so far and seen so much, yet never once found the place where the buildings fail."
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
Its blood is life. Its body is growth.
All creatures able to block this creature do so.
When this creature dies, draw three cards.
The wisdom of the past is written on the bones of ancients.
Defender
Put a -0/-1 counter on this creature: Add . Activate only once each turn.
"Mana grows and changes like the roots of a plant. Like a plant, it must be nurtured."
—Nissa Revane
When Kitt Kanto enters, create a 1/1 green and white Citizen creature token.
At the beginning of combat on each player's turn, you may tap two untapped creatures you control. When you do, target creature that player controls gets +2/+2 and gains trample until end of turn. Goad that creature.
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped.
: Add or .
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature tokens you control have haste.
Parley — At the beginning of combat on your turn, each player reveals the top card of their library. For each land card revealed this way, you create a 1/1 green and white Citizen creature token. Then creatures you control get +1/+1 until end of turn for each nonland card revealed this way. Then each player draws a card.
Changeling (This card is every creature type.)
Whenever an opponent casts a spell, you may put a +1/+1 counter on this creature.
The power of a waterfall. The fury of an avalanche. The intellect of a gale-force wind.
Menace
Equipped creature gets +2/+2 and has menace.
Whenever this creature or equipped creature deals combat damage to a player, goad each creature that player controls.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost.
Cast this spell only during combat.
Create a 4/4 white Angel creature token with flying. Exile it at the beginning of the next end step.
Fading 2 (This creature enters with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
This creature enters tapped.
Search your library for up to two Forest cards, put them onto the battlefield, then shuffle.
The forest's constant struggle is to keep the spreading flowstone at bay.
, : Target creature gets -X/+X until end of turn.
It protects her from the ravages of Phyrexia and the savages of Rath.
As this artifact enters, choose a creature type.
, : You may put a creature card of the chosen type from your hand onto the battlefield.
The fight will continue on a new battlefield.
, , Sacrifice a creature: Reveal a number of cards from the top of your library equal to the sacrificed creature's power. Put one into your hand and exile the rest.
: Add .
, : You may put a basic land card from your hand onto the battlefield tapped.
Fading 5 (This enchantment enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from this enchantment: Exile target creature.
When this enchantment leaves the battlefield, each player returns to the battlefield all cards they own exiled with it.
, : Search your library for a Merfolk permanent card, put it onto the battlefield, then shuffle.
"They can't feel pain. They just wiggle 'cause they're scared."
Sacrifice this enchantment: Return target creature to its owner's hand.
"I am the unraveler, the loosened thread that will not hold."
—Seal inscription
If an opponent controls a Forest and you control an Island, you may cast this spell without paying its mana cost.
Put target creature on top of its owner's library.
If you control a Swamp, you may sacrifice a creature rather than pay this spell's mana cost.
Creatures you control get +2/+0 until end of turn.
All that's left is the coronation.
, , Discard a card: Choose a card name. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with the chosen name. Put that card into your hand and exile all other cards revealed this way.
If an opponent controls a Plains and you control a Swamp, you may cast this spell without paying its mana cost.
All creatures get -2/-2 until end of turn.
Fading 3 (This creature enters with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from this creature: This creature gets +1/+1 until end of turn.
Fading 5 (This creature enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
, Remove a fade counter from this creature: It deals 1 damage to any target.
Sacrifice a creature: Regenerate target creature.
The Oracle told Eladamri he would save his people by abandoning them. His followers adopted that ideal.
, : Search your library for a Goblin permanent card, put it onto the battlefield, then shuffle.
"They're not worth much, but they're easy to catch."
Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player.
All creatures have an inner fire. Releasing it can be dangerous.
Sacrifice this enchantment: It deals 2 damage to any target.
"I am the romancer, the passion that consumes the flesh."
—Seal inscription
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever Nashi deals combat damage to a player, exile the top card of each player's library. Until end of turn, you may play one of those cards. If you cast a spell this way, pay life equal to its mana value rather than paying its mana cost.
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
When this creature enters, target creature you control gains deathtouch and lifelink until end of turn.
As an additional cost to cast this spell, sacrifice an artifact or creature.
You gain life equal to the sacrificed permanent's mana value. Draw two cards.
Restricted auctions are held once a year at the Dragon's Lair—the sacred, neutral meeting ground of all Reckoner gangs.
When this creature enters, each opponent discards a card.
"They'll be debugging their code for days before they figure out what happened!"
—Eita, Futurist agent