Trample
Other creatures you control have trample.
Whenever another nontoken creature you control enters, put a +1/+1 counter on it. It gains haste until end of turn.
Two titans of Tarkir carved a swath through Phyrexia's elite.
Choose one —
• Destroy target nontoken artifact or enchantment an opponent controls. Incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
• Incubate 2, then transform an Incubator token you control.
You and permanents you control gain hexproof until end of turn. Prevent all damage that black and/or red sources would deal to creatures you control this turn.
No Meletian had ever laid eyes on an angel, but when protective Halo flooded the Multiverse, they knew a divine blessing was at hand.
Flash
Enchant creature
When this Aura enters, each player mills two cards.
Enchanted creature gets -X/-0, where X is the number of cards in its controller's graveyard.
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.)
Draw two cards.
"If something seems impossible, you probably haven't tried asking for help."
—Niambi, cleric of Dominaria
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.)
Tap up to two target creatures. Put a stun counter on either of them. Then put a stun counter on either of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
As an additional cost to cast this spell, sacrifice a creature.
Draw two cards.
"For the good of all, those who stand against the harmony of Phyrexia must be cut down."
—Ajani Goldmane
When this creature leaves the battlefield, it deals 6 damage to target creature.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Disaster stalks with gaping jaws across unready lands.
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.
Each other Warrior creature you control enters with an additional +1/+1 counter on it.
Each creature you control with a +1/+1 counter on it has trample.
Those who seek to escape her blades succeed only in dying on their stomachs.
Choose target artifact or enchantment. Its owner shuffles it into their library.
The more pleasant an illusion's garb, the more indecent its form laid bare.
Changeling (This card is every creature type.)
Trample
"I pity them, never knowing the pleasures of a single familiar form, but at least they find a noble shape at times."
—Desmera, perfect of Wren's Run
Whenever you cast a Druid spell, you may draw a card.
Tap seven untapped Druids you control: Gain control of all lands target player controls.
"In our hands, the natural world finds more beauty than nature alone could ever provide."
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with this creature, you may reveal it. If you do, you may play that card without paying its mana cost.
Reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield and the rest on the bottom of your library in any order. Clash with an opponent. If you win, return Recross the Paths to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Trample
Champion a Treefolk or Warrior (When this enters, sacrifice it unless you exile another Treefolk or Warrior you control. When this leaves the battlefield, that card returns to the battlefield.)
Whenever a creature you control becomes blocked, it gets +0/+5 until end of turn.
Knight creatures you control have double strike.
Ambidexterity is common among kithkin. The thoughtweft links the minds of the left- and right-handed, giving each the knack of the other.
Whenever this creature becomes tapped, you may create a 1/1 blue Merfolk Wizard creature token.
Merrow schools rarely form by design. They come together naturally as eager learners surround the wisest teachers.
Creatures you control get +2/+2 until end of turn.
Reinforce X— (, Discard this card: Put X +1/+1 counters on target creature.)
"Tideshaping is more than creating a few new puddles."
Flying
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.)
When this creature enters, if its prowl cost was paid, draw a card.
Changeling (This card is every creature type.)
Tap an untapped creature you control: This creature gains flying until end of turn.
"Ever seen a changeling fly into a lantern?"
—Calydd, kithkin farmer
Flying
When this creature leaves the battlefield, put target nonland permanent on top of its owner's library.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Merfolk spells and Wizard spells you cast cost less to cast.
Made from trout scales and crawfish whiskers, merrows' shimmering banners flash in the water like lightning.
Changeling (This card is every creature type.)
: This creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy that creature.)
Cowards can't block Warriors.
: Target creature becomes a Coward until end of turn.
: Target creature becomes a Warrior until end of turn.
"Now everyone knows what you are."
Champion a Goblin or Shaman (When this enters, sacrifice it unless you exile another Goblin or Shaman you control. When this leaves the battlefield, that card returns to the battlefield.)
: This creature deals 3 damage to any target.
Release the Ants deals 1 damage to any target. Clash with an opponent. If you win, return Release the Ants to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
At the beginning of each player's upkeep, that player sacrifices an artifact of their choice.
Fortunately for it, Mirrodin is a plane without salt.
Target creature gets +3/+3 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
If you hear it coming, you're not its prey.
: Add an amount of equal to this creature's power.
"The Tangle reaches out to itself constantly, forming new connections. We must follow its example."
When this creature enters, destroy target artifact.
Because the elves are so in touch with Mirrodin's nature, they understand best how to dismantle it.
Equipped creature gets +2/+0.
Equip
Flying
This creature enters with six +1/+1 counters on it.
Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.
: Put a +1/+1 counter on this creature.
, or , : Return target creature to its owner's hand unless its controller pays .
The vedalken know it is not of this world, so they know that this world is not the only one.
: This creature gets +2/+0 until end of turn.
Centuries before the first peaks of the Oxidda Chain rewrote the laws of magnetism, the golems patrolled Mirrodin's featureless surface unhindered.
Imprint — When this artifact enters, you may exile an instant card with mana value 2 or less from your hand.
, : You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.
If you would flip a coin, instead flip two coins and ignore one.
"I can think of one goblin it ain't so lucky for."
—Slobad, goblin tinkerer
When this creature enters, exile all cards from your library.
Once a century, the levelers rip through every corner of Mirrodin, obeying the commands of an unseen master.
Each player returns to the battlefield all artifact, creature, enchantment, and land cards in their graveyard that were put there from the battlefield this turn.
The bright tunnel sometimes leads back to life.
, , Sacrifice Mindslaver: You control target player during that player's next turn. (You see all cards that player could see and make all decisions for them.)
, or , : Prevent the next 2 damage that would be dealt to any target this turn.
Leonin folktales claim it was brought from beyond the sky by the first kha.
, Remove a counter from a permanent you control: Choose one —
• Put a charge counter on target artifact.
• Put a +1/+1 counter on target creature.
Never content, vedalken artificers continually tinker with their creations.
: 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.)