Sacrifice a creature: Target player discards two cards. Activate only as a sorcery.
"Victory in the pits is almost as rewarding as the methods I use to achieve it."
Discard two cards: Create a 2/2 black Zombie creature token.
The nomads' funeral pyres are more practical than ceremonial.
When this creature enters, you may return target sorcery card from your graveyard to your hand.
Those who will not follow are doomed to lead.
Whenever you win a coin flip, put a luck counter on this enchantment.
At the beginning of your upkeep, if this enchantment has ten or more luck counters on it, you win the game.
The more unlikely the victory, the more memorable the success.
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
Hard as stone and twice as stubborn.
—Dwarven compliment
When this creature enters, search your library for any number of Dwarf cards, reveal them, then shuffle and put those cards on top in any order.
Whenever a creature attacks, flip a coin. If you win the flip, the next time that creature would deal combat damage this turn, it deals double that damage instead. If you lose the flip, the next time that creature would deal combat damage this turn, prevent that damage.
Each creature has protection from its colors.
"The world has enough strife as it is. Where would we be if we turned against each other?"
—Pianna, nomad captain
Whenever a player taps a land for mana, if it's not that player's turn, destroy that land.
"True strength lies in action. Let the weak react to me."
—Kamahl, pit fighter
Target creature gets +3/+0 and gains haste until end of turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Discard any number of cards at random. Creatures you control get +1/+0 until end of turn for each card discarded this way.
Shower of Coals deals 2 damage to each of up to three targets.
Threshold — Shower of Coals deals 4 damage to each of those permanents and/or players instead if there are seven or more cards in your graveyard.
Create a 4/4 green Beast creature token.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Create a 1/1 green Squirrel creature token.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
, Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
If this card is in a graveyard, effects from spells named Muscle Burst count it as a card named Muscle Burst.
Enchant creature
Whenever enchanted creature is dealt damage, its controller creates that many 1/1 green Squirrel creature tokens.
Suffer the little creatures, for they may yet rise up and beat you senseless.
Plainswalk (This creature can't be blocked as long as defending player controls a Plains.)
Whenever this creature deals combat damage to a player, you may have target land become a Plains until this creature leaves the battlefield.
Create a 3/3 green Elephant creature token.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Target creature gets +X/+X until end of turn, where X is 3 plus the number of cards named Muscle Burst in all graveyards.
As strong as a centaur's will.
: Add .
Plant a field with wishes, and you will grow more wishes.
—Nantuko teaching
At the beginning of your upkeep, you may create a 1/1 green Squirrel creature token.
Threshold — All Squirrels get +2/+2 as long as there are seven or more cards in your graveyard.
This creature gets +1/+1 for each other Squirrel on the battlefield.
An army of squirrels is still an army.
Enchant land
Enchanted land has ": Create a 1/1 green Squirrel creature token."
In the Krosan Forest, you've got to keep an eye out for the squirrels.
: Add .
Threshold — This creature gets +3/+3 as long as there are seven or more cards in your graveyard.
He exercises his right to bear arms.
: Add . This land deals 1 damage to you.
Threshold — , , Sacrifice this land: It deals 2 damage to any target. Activate only if there are seven or more cards in your graveyard.
: Add . This land deals 1 damage to you.
Threshold — , , Sacrifice this land: Target creature gets -2/-2 until end of turn. Activate only if there are seven or more cards in your graveyard.
: Add .
, Sacrifice this land: Return target land card from your graveyard to your hand.
Discard any number of cards. Creatures you control get +0/+1 until end of turn for each card discarded this way.
Target creature you control gains protection from the color of your choice until end of turn.
Draw a card.
Good strategists seize opportunities. Great strategists make their own.
Discard a card: This creature gets +0/+4 until end of turn.
"We've survived starvation, dwarf attacks, and heatstroke. Why should a little sandstorm bother us?"
Tap an untapped Octopus you control: Tap target permanent.
: Tap all creatures without flying.
"No one can fight the tide forever."
Flying (This creature can't be blocked except by creatures with flying or reach.)
When this creature dies, you may draw a card.
The same spears that catch their food today will defend their homes tomorrow.
Draw two cards, then discard two cards.
Books are like crops—they must be thinned for best yield.
: Target player draws two cards, then discards two cards.
Cephalids value the free exchange of ideas—except for the "free" part.
Tap an untapped Wizard you control: Counter target spell unless its controller pays .
"The best way to teach is by example."
Whenever a land card is put into your graveyard from your library, you may pay . If you do, draw a card.
Even the trivial can inspire.
Devoid (This card has no color.)
Reality Hemorrhage deals 2 damage to any target.
Tarek could not tell whether he was losing his blood or his mind.
Surge (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
Boulder Salvo deals 4 damage to target creature.
"If someone claims the sky is falling, I listen."
—Yon Basrel, Oran-Rief survivalist
Trample
When this creature enters, it deals 2 damage to target opponent or planeswalker.
Chandra used jets of flame to lure hellions into the path of oncoming Eldrazi.
Surge (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
Fall of the Titans deals X damage to each of up to two targets.
As Gideon kept the brood lineages at bay, Chandra incinerated the bound Eldrazi titans.
Surge (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
Haste
When this creature enters, if its surge cost was paid, other creatures you control get +1/+0 and gain haste until end of turn.
First strike
Cohort — , Tap an untapped Ally you control: This creature deals 1 damage to target opponent or planeswalker.
"There's a word for someone who brings too much gear to battle: 'survivor.'"
—Zada of Slab Haven
Devoid (This card has no color.)
: Exile another target creature, then return it to the battlefield tapped under its owner's control. ( represents colorless mana.)
Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It's still a land. It must be blocked this turn if able.
"My heart and Zendikar's beat as one. Together we will endure."
—Nissa Revane
[+1]: Create a 0/1 green Plant creature token.
[−2]: Put a +1/+1 counter on each creature you control.
[−7]: You gain X life and draw X cards, where X is the number of lands you control.
Vigilance
"Through all the terrors we face, I hold on to the memory of the world before the Eldrazi came. I'd like to see that world again."
When Oath of Nissa enters, look at the top three cards of your library. You may reveal a creature, land, or planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
You may spend mana as though it were mana of any color to cast planeswalker spells.
"For the life of every plane, I will keep watch."
Return target creature or land card from a graveyard to its owner's hand. You gain 6 life.
"Little flower twirl and bloom, arise from this your rocky tomb. Little warrior slash and brawl, be born again to free us all."
Vigilance (Attacking doesn't cause this creature to tap.)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
"My people blazed these pathways long ago, before the Eldrazi came. We will ride them long after the Eldrazi are gone."
Whenever you tap a land for mana, add one mana of any type that land produced. (The types of mana are white, blue, black, red, green, and colorless.)
Whenever you cast a creature spell, draw a card.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
, Sacrifice another creature: You gain life equal to the sacrificed creature's toughness.
, Sacrifice another creature: Exile target nonland permanent. Activate only if you have at least 10 life more than your starting life total.
You may play an additional land on each of your turns.
, Return a land you control to its owner's hand: Target creature gains trample until end of turn.
Greenweaver Mina and her twin brother Denn lead the last of the Mul Daya into an uncertain future.
When this creature enters, return target creature an opponent controls to its owner's hand. That creature's owner can't cast spells with the same name as that creature until your next turn.
Other creatures you control get +1/+0 as long as you control an Equipment.
"When I'm done training you, anything will be a deadly weapon."
Equipped creature gets +1/+0.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Once a simple tool, it—like everything else on Zendikar—has been turned into a weapon against the Eldrazi.
This land enters tapped.
: Add .
, , Sacrifice this land: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
, , Sacrifice this land: Create a token that's a copy of target creature you control.
This land enters tapped.
: Add or .
: Until end of turn, this land becomes a 1/4 blue and red Elemental creature with ": Switch this creature's power and toughness until end of turn." It's still a land.
: Add .
When this enchantment enters, exile target creature or enchantment an opponent controls until this enchantment leaves the battlefield. (That permanent returns under its owner's control.)
When properly aligned, hedrons become powerful tools of binding.