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."
Return target permanent to its owner's hand. Its controller loses 3 life.
Transmute (, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Flying, first strike
At the beginning of your upkeep, if Firemane Angel is in your graveyard or on the battlefield, you may gain 1 life.
: Return this card from your graveyard to the battlefield. Activate only during your upkeep.
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.)
Destroy all nontoken creatures.
"Ravnica, like a hedge, must be pruned, leaving only leaves of verdant uniformity."
—Niszka, Selesnya evangel
Sacrifice this creature: Put a +1/+1 counter on target creature.
Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
Artifacts, creatures, and lands your opponents control enter tapped.
The gatekeepers are so fastidious that even the winds must wait to pass.
All damage that would be dealt to you is dealt to equipped creature instead.
Equip
To bear the shield of the pariah is the highest honor a Boros can receive—and the last.
Vigilance
Other creatures you control get +0/+2 and have vigilance.
The town stands on his ancestors' former burial grounds. Even with the graves long gone, he continues his determined vigil.
: Add .
, : Target player mills a card.
In a space where there is no room, in a structure that was never built, meets the guild that doesn't exist.
Other creatures you control get +0/+1.
"Give me a sword and I'll kill a few enemies. But give me a hammer and a fiery forge, and I'll turn the tide of battle."
Defender (This creature can't attack.)
Flying
Transmute (, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Whenever a player casts an instant or sorcery card, exile it. Then that player copies each instant or sorcery card exiled with this enchantment. For each copy, the player may cast the copy without paying its mana cost.
Enchant creature
When this Aura enters, draw two cards.
Enchanted creature has flying.
The view from above is an inspiration to the newly winged.
Counter target instant or sorcery spell.
Transmute (, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
When this creature enters, put target creature on top of its owner's library.
"I crept up on him, quiet as a guttermouse. And then suddenly I found myself facedown in a latrine pit behind Tin Street Market."
—Sirislav, Dimir spy
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
Sacrifice a creature: Regenerate this creature.
Transmute (, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
When this creature dies, put target creature card from your graveyard on top of your library.
Dredge 4 (If you would draw a card, you may mill four cards instead. If you do, return this card from your graveyard to your hand.)
, : Destroy target land. If that land was nonbasic, untap this creature.
Sometimes you go to hell, and sometimes hell comes to you.
When this enchantment enters, exile target creature an opponent controls with mana value 3 or less.
When this enchantment leaves the battlefield, target opponent creates a 3/3 green Dinosaur creature token with trample.
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
The storm rages and the earth breaks.
Enrage — Whenever this creature is dealt damage, it deals 2 damage to target opponent or planeswalker.
Nothing says trouble like a reedy hiss with a hint of liquid gurgle.
Target creature an opponent controls deals damage equal to its power to another target creature that player controls.
Pirate captains rarely enjoy a peaceful retirement.
Enrage — Whenever this creature is dealt damage, it deals 5 damage to target creature an opponent controls.
It hatches with its ferocity fully grown.
Reckless Rage deals 4 damage to target creature you don't control and 2 damage to target creature you control.
"Hard to starboard! Starb— Abandon ship! Abandon ship!"
Destroy target artifact.
Today it's a miracle of architecture, a marvel of stained glass, a symbol of the Legion's power. Tomorrow, driftwood.
Target creature gets +1/+1 until end of turn.
Draw a card.
"Our lives, our homes, and all our history are at risk. Do not speak to me of peace."
This spell costs less to cast, where X is the total power of creatures you control.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
The earth walks, strongest of all.
During your turn, this creature gets +0/+2.
For the Sun Empire, the Immortal Sun is a symbol of national identity. When they reclaim it, the Empire will flourish once more.
Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)
"Death lizard approaching, cap'n!"
—Brint Doobin, last words
When this creature enters, it explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard. Then repeat this process.)
When this creature enters, create a 1/1 blue Merfolk creature token with hexproof. (It can't be the target of spells or abilities your opponents control.)
"We fought so long to hide this place. Let us be first to learn its wonders!"
Enrage — Whenever this creature is dealt damage, create a 1/1 green Saproling creature token.
It embodies the riotous growth of the jungle, where creatures crowd upon creatures, where roots sprawl and vines swarm.
Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Destroy target creature with flying.
"Still, the pterodon chasing the clouds from its skies must bow to the great forest below."
—Mahuiz, Sun Empire archer
, Sacrifice this creature: Destroy target artifact or enchantment.
It cares more about preserving the herd's territory than about preserving itself.
Target creature gets +2/+2 until end of turn. You gain 2 life.
"The time of salvation is at hand. Dusk washes over the world, and the Legion will rise immortal!"
Lifelink
Whenever another creature dies, put a +1/+1 counter on Elenda.
When Elenda dies, create X 1/1 white Vampire creature tokens with lifelink, where X is Elenda's power.
Her centuries-long search is ended.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.
Hadana seeks power in the service of peace.
(Transforms from Hadana's Climb.)
: Add one mana of any color.
, : Target creature you control gains flying and gets +X/+X until end of turn, where X is its power.
Enchant creature you control
When enchanted creature dies, return it to the battlefield under your control, then return this card to the battlefield transformed under your control.
Every journey has its inevitable end . . .
(Transforms from Journey to Eternity.)
: Add one mana of any color.
, : Return target creature card from your graveyard to the battlefield.
. . . but every end is a new beginning.
Other Merfolk you control get +1/+1.
"The mist clothes us when we are bare, hides us when we are alone, and unites us when we are together."
—Nirit of Pashona's band
Vigilance, reach, trample
When Zacama enters, if you cast it, untap all lands you control.
: Zacama deals 3 damage to target creature.
: Destroy target artifact or enchantment.
: You gain 3 life.
, : Draw a card, then exile a card from your hand. If cards with five or more different mana values are exiled with Azor's Gateway, you gain 5 life, untap Azor's Gateway, and transform it.
(Transforms from Azor's Gateway.)
: Add X mana of any one color, where X is your life total.
As soon as Jace laid eyes on the great sphinx's chamber, the shards of memory began sliding into place.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
: Add .
, : Draw a card. Activate only if you have the city's blessing.
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
The Sun Empire bends nature—rivers, mountainsides, dinosaurs—to its unyielding will.
The abundance of foes in Orazca means the raptors no longer need any orders.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
"These pirates must answer for their ancestors, who renounced the Church of Dusk and sailed from Torrezon as heretics."
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
This creature has flying as long as you have the city's blessing.
"I was born to glory."
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
This creature gets +3/+0 as long as you have the city's blessing.
They're fun to train—if you like stubborn, aggressive, and fiercely territorial.
Flying, double strike, vigilance, trample, indestructible
The sky takes flight and the earth trembles.
This spell has flash as long as you control a Merfolk.
Return target creature to its owner's hand.
Draw a card.
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."
At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice this Aura.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Return target nonland permanent to its owner's hand. If you have the city's blessing, you may put that permanent on top of its owner's library instead.
Counter target noncreature spell.
"As one, nature lifts its voice to tell you this: 'No.'"
This spell can't be countered.
You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
This creature can't be blocked by Dinosaurs.
"Don't make splashes. Make progress."
—Tishana
When this creature enters, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
The rising tide of Orazca's plunder lifted all ships.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Draw two cards. If you have the city's blessing, draw three cards instead.
Stolen knowledge can never be stolen back.
As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay .
When this creature enters, draw a card.
"If you keep to the shallows, you'll never learn the secrets of the depths."
Whenever this creature deals damage to a Dinosaur, destroy that creature.
"Aye, the foul beast chomped me, but I got away. You'd best believe when I find it again, it won't get away so easy."
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
This creature gets +2/+2 as long as you have the city's blessing.
Stories say demon blood runs in its veins, making it fearless and bloodthirsty.