Flying
"We have come at last to this holiest of holy places. What was stolen from us long ago is ours once again."
When this creature enters, you draw a card and you lose 1 life.
Once they reached Orazca, the Legion's explorers ransacked tombs and temples, hunting for the Immortal Sun.
This creature gets +1/+0 as long as it's attacking.
"I can hear the plunder calling. It asks for me by name."
Each opponent loses 1 life for each creature you control.
"You were keen enough to sink your fangs into us, vampire! And now you're afraid of a few little nibbles?"
—Udvil "Ratty" Ratlock
Target creature gets -2/-2 until end of turn. You gain 2 life.
"The time of condemnation is at hand. Dusk washes over the world, and I consign you to eternal darkness!"
This creature doesn't untap during your untap step.
Whenever you gain life, untap this creature.
Loyal to his queen, slave to his thirst.
Whenever another creature you control dies, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
"Shame to let good gold go to the grave."
When this creature enters, destroy target creature an opponent controls.
Opening Orazca unleashed more horrors than just the Immortal Sun.
Menace
, Discard a card: This creature 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 this creature, then put the card back or put it into your graveyard.)
Flying
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.
For each land you control, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
"Why squabble for trinkets when we could be living large off all this gold?"
—Admiral Beckett Brass
Trample
If this creature would deal combat damage to a player, it deals double that damage to that player instead.
It doesn't hold grudges. It runs them down and impales them.
Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
"Places, everyone!"
—Judith
Whenever a nontoken creature you control enters, flip a coin until you lose a flip. For each flip you won, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Skewer the Critics deals 3 damage to any target.
Going to a Rakdos show is dangerous. Trying to leave early can be fatal.
Distribute three +1/+1 counters among one, two, or three target creatures, then double the number of +1/+1 counters on each of those creatures.
"To survive exceptional times we must adapt by exceptional means."
—Vannifar
Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
Simic's strength comes from its diversity.
This creature can block an additional creature each combat.
Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)
The helmet reveals no eyes to witness your penance, no mouth to offer absolution.
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
Each creature you control with a +1/+1 counter on it has trample.
His favorite food is kraul.
Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.)
When the price of your sins comes due, the Church of Deals is there to collect.
A hunter in the city requires the utmost cunning to survive. It must pounce only if the kill is certain, and leave the remains where no one will see.
Each creature you control assigns combat damage equal to its toughness rather than its power.
Creatures you control can attack as though they didn't have defender.
: Untap target creature.
[+1]: Exile up to two target cards from a single graveyard. You gain 2 life if at least one creature card was exiled this way.
[−1]: Exile target nonland permanent with mana value 1 or less.
[−5]: Kaya deals damage to target player equal to the number of cards that player owns in exile and you gain that much life.
Flash
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
"If we cannot have peace, we will have justice."
—Aurelia
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Exile target creature. That creature's controller creates a 3/3 green Frog Lizard creature token.
: Add or .
, , Sacrifice this artifact: Draw two cards.
"Like our guild itself, this locket can stand for many things. You must discern what it means for you."
—Vannifar
This land enters tapped.
: Add or .
"If the populace fears our authority, then I'd say we have an appropriately sensible populace."
—Dovin Baan
This land enters tapped.
: Add or .
"Beyond this gate there are no citizens, only predators and prey."
—Domri Rade
This land enters tapped.
: Add or .
"If you think the cathedral is impressive, you should see what's down below."
—Teysa
When this land enters, if you control two or more Gates, you gain 3 life.
: Add .
: Add one mana of any type that a Gate you control could produce.
This land enters tapped.
: Add or .
"Slip in the back if you don't want to be recognized. Don't worry—we'll make sure you're never found!"
—Judith
This land enters tapped.
: Add or .
"Mystery is beauty. Within the unknown we plumb revelation."
—Vannifar
Flying, lifelink
Whenever The Haunt of Hightower attacks, defending player discards a card.
Whenever a card is put into an opponent's graveyard from anywhere, put a +1/+1 counter on The Haunt of Hightower.
It drains vitality from those it touches.
Flying
When this creature enters, you gain 2 life for each Gate you control.
A ray of hope breaks through the shroud of rain.
Flying
When this creature enters, tap target creature an opponent controls. It doesn't untap during its controller's next untap step.
If you can see your breath, it's too late to run.
Target player shuffles their graveyard into their library.
Draw a card.
"The best way to keep a secret is to forget it."
—Lazav
Target creature gets -4/-0 until end of turn.
Draw a card.
Addendum — If you cast this spell during your main phase, tap that creature and it doesn't untap during its controller's next untap step.
Target creature gets +2/+2 until end of turn.
Addendum — If you cast this spell during your main phase, that creature gains flying until end of turn.
Law is the light of civilization.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Searching the city for Fblthp felt like sifting the rain for a single drop of blood.
Flying
: Adapt 4. This ability costs less to activate for each instant and sorcery card in your graveyard. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.)
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
"Life has no mistakes, only experiments."
—Yolov, Simic bioengineer
Counter target spell. Its controller mills three cards.
"I can think of no greater punishment than answering your question in full."
—Lazav
Flying
Other creatures you control with flying get +1/+0.
Drakes become especially voracious as they prepare for their autumn migration, hunting the city's thoroughfares from dawn to dusk.
Flying
When this creature enters, you may exile target creature card from a graveyard. If you do, you gain 2 life.
No scrap of nutrition goes to waste in the undercity.
"I am sewer-king!" said Rat. "I am quick and cunning and I know every tunnel."
"No, I am king!" said Zombie. "I am cold and deadly and no rot can harm me."
Then Croc came and ate them both.
At the beginning of your upkeep, this enchantment deals 1 damage to each opponent and you gain 1 life.
, Sacrifice this enchantment: It deals 4 damage to target opponent and you gain 4 life.
"The suffering of others is not my concern."
Deathtouch
Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)
"You'll pay what you owe, with your money or your life."
Destroy target artifact or enchantment. Scry 1.
"Lies cannot long withstand the harsh light of day."
—Lavinia
Whenever this creature becomes blocked, each creature blocking it gets -1/-1 until end of turn.
For some goods, the best couriers are the dead.
Target opponent sacrifices a creature of their choice. If you control a creature with power 4 or greater, you gain 4 life.
The undercity is always hungry.
Whenever another creature you control dies, this creature deals 1 damage to each opponent and you gain 1 life.
In theory, the Guildpact keeps guild feuds from spiraling out of control. Personal feuds, however, are not covered.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.)
Seen through Rakdos eyes, a cruel betrayal is a hilarious stunt.
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-3
2/2
, : Target creature gets -2/-2 until end of turn.
LEVEL 4+
4/4
, : Target creature gets -4/-4 until end of turn.
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-2
4/3
Deathtouch
LEVEL 3+
5/4
First strike, deathtouch
Whenever this creature or another nontoken creature you control dies, you may create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add ."
Each player's life total becomes the lowest life total among all players.
Sorin has gathered grudges for centuries, patiently awaiting the day he can exact the perfect vengeance.
: Regenerate this creature.
Necromancers are judged by the most powerful undead they've ever created. There are those who have animated just a single being, yet are considered the pinnacle of their dark craft.
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-2
3/3
LEVEL 3+
5/5
This creature can't be blocked except by black creatures.
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-2
2/3
: This creature deals 1 damage to any target.
LEVEL 3+
2/4
: This creature deals 3 damage to any target.