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
Reach, vigilance, 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.
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.