Whenever equipped creature attacks, it gains deathtouch until end of turn.
Whenever equipped creature attacks alone, defending player loses 2 life and you gain 2 life.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
When this creature dies, choose one —
• Target creature an opponent controls gets -1/-1 until end of turn.
• Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
When this creature enters, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
, Sacrifice another creature or a Treasure: Draw a card.
"Buy something or get out."
: Goblins you control get +1/+0 and gain haste until end of turn.
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, create a 1/1 red Goblin creature token that's tapped and attacking.
Equipped creature gets +1/+0 and has haste.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Click your heels and become the wind.
Wild Magic Surge — Whenever this creature attacks, roll a d20.
1—9 | Exile the top card of your library. You may play it this turn.
10—19 | Exile the top two cards of your library. You may play them this turn.
20 | Exile the top three cards of your library. You may play them this turn.
Whenever Delina attacks, choose target creature you control, then roll a d20.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token."
15—20 | Create one of those tokens. You may roll again.
Whenever this creature attacks, roll a d20.
1—9 | Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
10—19 | Create two Treasure tokens.
20 | Create three Treasure tokens.
This spell can't be countered.
Magic Missile deals 3 damage divided as you choose among one, two, or three targets.
A tried-and-true favorite of many wizards, whatever their school.
When this creature enters, choose one —
• Smash the Chest — Destroy target artifact.
• Pry It Open — Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
First strike
Sacrifice an artifact: This creature gets +2/+0 until end of turn.
"They don't seem scary, but then you're suddenly standing there in your underclothes without a weapon. Then everything looks like a threat."
—Jarro, battle master
When this creature enters, roll a d20.
1—9 | Create a 1/1 red Goblin creature token.
10—19 | Create two of those tokens.
20 | Create three of those tokens.
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
Fortune favors the fortunate.
If you would create one or more Treasure tokens, instead create those tokens plus an additional Treasure token.
Xorns are native to the Elemental Plane of Earth, where gems and rare stones are plentiful. When summoned elsewhere they can be quite destructive in search of food.
Choose one —
• Break Their Chains — Destroy target artifact.
• Interrogate Them — Exile the top three cards of target opponent's library. Choose one of them. Until the end of your next turn, you may play that card, and you may spend mana as though it were mana of any color to cast it.
Choose one —
• Charge Them — Creatures you control get +2/+0 until end of turn.
• Befriend Them — Create two 1/1 red Goblin creature tokens.
"I have the shot. Shall I take it?"
—Varis, Silverymoon ranger
Flash
Vigilance
When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
This spell costs less to cast if it targets a blue permanent you don't control.
This spell can't be countered.
Target creature you control gets +1/+1 until end of turn. Then it deals damage equal to its power to target creature or planeswalker you don't control.
Flying
Whenever a creature you control deals combat damage to a player, create that many Treasure tokens.
The ancient green dragon Claugiyliamatar is often seen with a mangled corpse dangling from her mouth.
When this creature enters, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Whenever another creature you control enters, you gain 1 life.
The Tarrasque has haste and ward as long as it was cast.
Whenever The Tarrasque attacks, it fights target creature defending player controls.
When it rises, nations fall.
Each creature you control gets +2/+0 for each Equipment attached to it.
You may pay rather than pay the equip cost of the first equip ability you activate each turn.
"Knew I'd find ye in trouble if I came out an' looked for ye!"
When Minsc enters, create Boo, a legendary 1/1 red Hamster creature token with trample and haste.
: Until end of turn, target creature you control has base power and toughness X/X and becomes a Giant in addition to its other types. Activate only as a sorcery.
Vigilance
When this creature enters, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
A paladin's steed is a celestial spirit in animal form.
Flying
When Tiamat enters, if you cast it, search your library for up to five Dragon cards not named Tiamat that each have different names, reveal them, put them into your hand, then shuffle.
"My children will rule over all!"
Climb Over — : Target Wall can't block this turn.
Tie Up — , : Target creature doesn't untap during its controller's next untap step.
Rappel Down — , : Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Equipped creature gets +0/+1 and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equip . Activate only once each turn.
Lightweight, flexible, and protective.
If you control two or more other lands, this land enters tapped.
: Add .
: This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
If you control two or more other lands, this land enters tapped.
: Add .
: Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
Divine Intervention — When this creature enters, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Selûne guides her devotees with majestic wisdom and grace.
: Add .
, , Sacrifice this land: Create X Treasure tokens.
There is wealth enough inside to cause the rise and the ruin of dynasties.
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)
As long as you've completed a dungeon, this creature gets +3/+0 and has flying.
Equipped creature gets +3/+3 and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equip . This ability costs less to activate for each other Equipment you control. (: Attach to target creature you control. Equip only as a sorcery.)
: This creature gets +2/+2 and gains haste until end of turn. Activate only once each turn.
When this artifact enters, exile target nonland permanent an opponent controls with mana value 2 or less until this artifact leaves the battlefield.
"They fall for it every time."
Whenever Krydle deals combat damage to a player, that player loses 1 life and mills a card, then you gain 1 life and scry 1.
Whenever you attack, you may pay . If you do, target creature can't be blocked this turn.
, Sacrifice this artifact: Add one mana of any color.
: This artifact becomes a Shapeshifter artifact creature with base power and toughness 3/3 until end of turn.
At the beginning of your end step, if you gained 3 or more life this turn, create a 3/3 white Angel creature token with flying.
, , Exile The Book of Exalted Deeds: Put an enlightened counter on target Angel. It gains "You can't lose the game and your opponents can't win the game." Activate only as a sorcery.
Choose one —
• Rouse the Party — Creatures you control get +1/+1 until end of turn.
• Set Off Traps — This spell deals 5 damage to target attacking creature.
(Gain the next level as a sorcery to add its ability.)
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
Whenever a creature you control becomes blocked, you may return it to its owner's hand.
Whenever one or more creatures you control deal combat damage to a player, draw a card.
"You studied hard. How delicious!"
Each opponent exiles cards from the top of their library until that player has exiled cards with total mana value 20 or greater.
The raging behir reared back, opened its terrible maw . . . and collapsed in a fit of horrifying giggles.
(Gain the next level as a sorcery to add its ability.)
You have no maximum hand size.
: Level 2
When this Class becomes level 2, draw two cards.
: Level 3
Whenever you draw a card, put a +1/+1 counter on target creature you control.
When this creature enters, choose one —
• Cure Wounds — You gain 2 life.
• Dispel Magic — Destroy target enchantment.
• Gentle Repose — Exile target card from a graveyard.
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
"That's a pretty ring! Trade you my knife for it."
When this creature enters, each player discards a card.
Its breath doesn't assault the senses. It pollutes the mind.
Target player draws two cards and loses 2 life.
"You wish to remember this lesson? I will write it down for you."
—Senifet, vizier of Bontu
Exile up to three target cards from a single graveyard.
Cycling (, Discard this card: Draw a card.)
"The face of mediocrity is wrapped in anointed linen. Aspire to a better end."
—Epnokep, vizier of Bontu
Untap target creature. Prevent all damage that would be dealt to it this turn.
Cycling (, Discard this card: Draw a card.)
"When I wish to be strong, I train. When I wish to be wise, I study. When I wish to rest, I start again."
Create three 2/2 black Zombie creature tokens.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, create a 2/2 black Zombie creature token.
Enchant player
Whenever a creature enchanted player controls enters, that player loses 1 life and you gain 1 life.
Even in the relative safety of the city, there are places best left undisturbed.
When this enchantment enters, target opponent sacrifices a creature of their choice.
When a Cartouche you control enters, return this enchantment to its owner's hand.
Target player discards two cards.
Cycling (, Discard this card: Draw a card.)
"Ambition requires clarity. If you have any doubts, they must be abandoned."
—Bontu, god of ambition
Return up to two target creature cards from your graveyard to your hand.
Cycling (, Discard this card: Draw a card.)
Forever restless. Forever growing in number.
Haste (This creature can attack and as soon as it comes under your control.)
You may exert this creature as it attacks. When you do, target creature can't block this turn. (An exerted creature won't untap during your next untap step.)
"Hesitation breeds dissension. To be worthy of the next life, you must never look back."
—Anep, vizier of Hazoret
Blazing Volley deals 1 damage to each creature your opponents control.
The arrows fell like fiery rain, and for a moment, the sky itself seemed to burn.
: Target creature gains haste until end of turn. (It can attack and this turn.)
"To victory! To glory! To eternity!"
Destroy X target artifacts.
"Dissent? Your gods can't even begin to comprehend the dissent that's about to happen here!"
—Chandra Nalaar
Enchant creature you control
When this Aura enters, target creature can't block this turn.
Enchanted creature gets +1/+1 and has haste. (It can attack and no matter when it came under your control.)
The fifth cartouche is the final affirmation of glory, granted only to the worthy dead.
Cycling (, Discard this card: Draw a card.)
The endless expanse of desert surrounding Naktamun sometimes yields threats that the gods themselves must answer.