: Target opponent reveals a card at random from their hand. This enchantment deals damage equal to that card's mana value to that player. Activate only as a sorcery.
Strafe deals 3 damage to target nonred creature.
"All right, let's light 'em up!"
—Gerrard
: Target Kavu creature gets -1/+1 until end of turn.
Kavu leaders instinctively protect their herds from harm.
Domain — For each basic land type among lands you control, this creature has landwalk of that type. (It can't be blocked as long as defending player controls a land of that type.)
: Create a 1/1 green Saproling creature token.
Sacrifice a Saproling: Saproling creatures get +1/+1 until end of turn.
Kicker—Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you cast this spell.)
Search your library for a basic land card, put that card onto the battlefield, then shuffle. If this spell was kicked, instead search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
When this enchantment enters, draw a card.
If a source would deal damage to a creature you control, it deals that much damage minus 1 to that creature instead.
First strike; reach (This creature can block creatures with flying.)
It outlived both king and castle.
Flying
When this creature enters, return a blue or black creature you control to its owner's hand.
Pay 1 life: Return this creature to its owner's hand.
Flying
When this creature dies, shuffle it into its owner's library.
Return target creature card from your graveyard to the battlefield.
When this creature dies, each opponent discards a card.
Vampiric Feast deals 4 damage to any target and you gain 4 life.
It's not always gold the thief is after.
Destroy all white creatures.
All must fall, and those who stand highest fall hardest.
Blaze deals X damage to any target.
Fire never dies alone.
Target creature gets +2/+0 until end of turn. Burning Cloak deals 2 damage to that creature.
When this creature enters, it deals 2 damage to target creature.
When this creature enters, sacrifice it unless you discard a card at random.
Pyroclasm deals 2 damage to each creature.
Chaos does not choose its enemies.
Haste
The only thing worse than a minotaur with an axe is an angry minotaur with an axe.
Destroy target land.
I cast a thousand tiny suns—
Beware my many dawns.
Defender (This creature can't attack.)
The wisest man builds his house behind the rock.
Cast this spell only during the declare attackers step and only if you've been attacked this step.
Prevent all damage that would be dealt to you this turn by attacking creatures.
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
"Hear that? No? That's a cat warrior."
It's up to you if you enter their woods—and up to them if you leave.
This creature can't block.
The lion's only loyalty is to its hunger.
Untap all creatures you control.
A rested mind is the sharpest weapon.
Target creature gets +4/+4 until end of turn.
Some cats are born fighters; others need a little persuading.
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
Some think that dryads are the dreams of trees.
Target creature gets +3/+3 and gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
A peasant can do more by faith than a king by proclamation.
Flying
To soar as high as hope, to dive as swift as justice.
Defender (This creature can't attack.)
Flying
Sharper than wind, lighter than air.
Destroy all creatures. They can't be regenerated.
"As flies to wanton boys, are we to the gods. They kill us for their sport."
—William Shakespeare, King Lear
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
If target opponent has more cards in hand than you, draw cards equal to the difference.
Target creature gains flying until end of turn.
Draw a card.
A thousand feathers from a thousand birds, sewn with magic and song.
Flying
This creature can block only creatures with flying.
Cast this spell only during the declare attackers step and only if you've been attacked this step.
Return one or two target attacking creatures to their owner's hand.
Creatures and lands target opponent controls don't untap during their next untap step.
Each player discards any number of cards, then draws that many cards.
Draw a card.
When this creature enters, return target creature to its owner's hand.
Are merfolk humans with fins, or are humans merfolk with feet?
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Flying
When this creature enters, draw a card, then discard a card.
Look at target opponent's hand.
Draw a card.
Do not react; anticipate.
Flying (This creature can't be blocked except by creatures with flying or reach.)
Storm crow descending, winter unending. Storm crow departing, summer is starting.
Return target creature to its owner's hand.
Draw a card.
". . . inviting the soul to wander for a spell in abysses of solitude . . . ."
—Kate Chopin, The Awakening
Whenever this creature attacks, sacrifice it unless you sacrifice an Island.
Seafarers fear sailing off the world's edge not so much as down its gullet.
Put target creature on top of its owner's library.
Like the tide, time both ebbs and flows.
Flying
Charm and grace may hide a foul heart.
Cast this spell only during the declare attackers step and only if you've been attacked this step.
Destroy target nonblack attacking creature.
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
The more you pay for the lesson, the better you'll remember it.
Flying
Not all shadows are cast by light—some are cast by darkness.
( can be paid with either or .)
If an instant or sorcery card would be put into a graveyard from anywhere, exile it instead.
Draw cards equal to the number of cards in your hand, then discard a card for each card drawn this way.
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Enchant creature
Enchanted creature gets +1/+1 for each enchantment you control and has first strike.
Metal is scarce, smiths are pricey, and plate mail is heavy.
Flying, haste
When this creature enters, target opponent creates three 2/2 white Knight creature tokens with first strike.
The knights see a mighty quarry. The dragon sees breakfast, lunch, and dinner.
Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.
"My criticism of the Izzet is that their impulse for learning seems too much like impulse and too little like learning."
—Trigori, Azorius senator
Each player shuffles all permanents they own into their library, then reveals that many cards from the top of their library. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of their library.