When this creature dies, create a 2/2 black Zombie creature token.
There is only one fate left to those banished from the God-Pharaoh's city.
The scouring sands of Shefet polish its carapace, and the ranks of the cursed fill its belly.
Exile target creature.
Those who earn a glorious death are given the highest honor. They are carried on funeral barges through the gate to the afterlife.
This creature gets -1/-1 for each card in your hand.
"As a child I saw something walking in the distance, far beyond the Hekma—shadow-dark, and taller than the gods. Even now, it passes through my dreams."
—Pytamun, initiate of Nef crop
[+1]: Create a 2/2 black Zombie creature token. Mill two cards.
[−3]: Return target creature card from your graveyard to the battlefield. That creature is a black Zombie in addition to its other colors and types.
[−7]: Destroy all non-Zombie creatures.
Other Zombies you control get +1/+1.
, : All Zombies gain menace until end of turn.
The Curse of Wandering leaves only hatred.
Flying, haste
At the beginning of the end step, sacrifice this creature.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
At the beginning of your end step, if you control a creature with power 5 or greater, you may draw a card.
: Add .
"I feel the vine-rhythm as my friends drive the beast to me. I will not miss my mark."
Count the number of cards in your library. Your life total becomes that number.
Bantians believe those who are born into the highest caste and live a life of discipline and virtue can ascend to become angels.
This creature gets +1/+1 as long as you control a Mountain.
This creature gets +1/+1 as long as you control a Plains.
"The Cloud Nacatl sit and think, a bunch of soft paws. We are the Claws of Marisi, stalking, pouncing, drawing blood."
When this creature enters, create two 1/1 white Soldier creature tokens.
, Sacrifice a Soldier: Prevent all combat damage that would be dealt this turn.
The strength of Bant's caste system is the unfailing loyalty of its meekest members.
Vigilance
: Create an 8/8 Beast creature token that's red, green, and white.
"Lay sacrifice to the godsire that it may spare us, but save some for his progeny who also will hunger."
—Syeena, elvish godtoucher
Flying, trample, haste
: This creature gets +1/+0 until end of turn.
: Regenerate this creature.
"The dragon has no pretense of compassion, no false mask of civilization—just hunger, heat, and need."
—Sarkhan Vol
Reach
If a creature is attacking you and you control a Forest and a Plains, you may cast this creature without paying its mana cost and as though it had flash.
The surprise of a battle cry can be as deadly as a blade.
Each creature card in your graveyard has unearth . (: Return the card to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
He bids his minions rise from their graves to their knees.
Destroy three target permanents.
"Words are a waste of time. Destruction is a language everyone understands."
—Sarkhan Vol
When this creature enters, you may search your library for up to two creature cards with mana value 1 or less, reveal them, put them into your hand, then shuffle.
At his side, humble beasts become weapons more deadly than sharpened steel.
If you would lose the game, instead shuffle your hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20.
It shows not what you are but what you were.
This land enters tapped.
: Add , , or .
On Naya, ambition and treachery are scarce, hunted nearly to extinction by the awe owed to terrestrial gods.
This land enters tapped.
: Add , , or .
Jund is a world as cruel as those who call it home. Their brutal struggles scar the land even as it carves them in its image, a vicious circle spiraling out of control.
This land enters tapped.
: Add , , or .
For wisdom's sake, it was built high to gaze on all things. For glory's sake, it was built high as a testament of power. For strength's sake, it was built high to repel all attacks.
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, it gains double strike until end of turn.
: You may tap or untap another target permanent.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Players can't search libraries.
Rogue mechanists once rummaged through the wastes of the Tidehollow, constructing unauthorized golems to threaten the hegemony of the sphinxes. The orbs put a stop to that.
When this creature enters, you may search your library for a creature card, put that card into your graveyard, then shuffle.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
, : Create a 0/1 blue Homunculus artifact creature token.
At the beginning of your upkeep, sacrifice a Homunculus.
He scowls at his imperfect creation, then crushes it to scrap. He salvages the etherium and begins anew.
You may exile a white card from your hand rather than pay this spell's mana cost.
Prevent the next 7 damage that would be dealt to any target this turn. If it's a creature, put a +0/+1 counter on it for each 1 damage prevented this way at the beginning of the next end step.
Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put the chosen cards into your hand. Then shuffle.
Whenever a creature attacks or blocks, this enchantment deals 2 damage to it.
"We have fought this far and lost too much. We will not turn back."
—Grizzlegom
Whenever this creature deals damage, choose one —
• Each player loses 1 life.
• Each player gains 1 life.
"I do not like it," said Grizzlegom, "but I will take every soldier I can get."
Enchant creature
Enchanted creature has ": This creature deals 1 damage to target player or planeswalker. You draw a card."
The dwarves call their quicksilver techniques "improvisational weaponsmithing."
: This creature deals 1 damage to any target.
No one knew if they'd been lurking under the sea all along, or if they'd been created by the Phyrexian overlay.
Enchant creature
Enchanted creature gets +2/+2.
When enchanted creature dies, return that card to its owner's hand.
Choose a number. Flip a coin that many times or until you lose a flip, whichever comes first. If you win all the flips, draw two cards for each flip.
Put target permanent on top of its owner's library.
One splash of the spring's water knocks you clear into last week.
Enchant creature
You control enchanted creature.
Enchanted creature gets +2/+2 and has trample.
Target spell or permanent becomes the color of your choice until end of turn.
Destroy target artifact.
Target creature gets -1/-1 until end of turn.
Creatures target player controls get +1/+1 until end of turn.
: Exile target permanent.
If Legacy Weapon would be put into a graveyard from anywhere, reveal Legacy Weapon and shuffle it into its owner's library instead.
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
The standard was a rallying point for the army and a target for the enemy.
Whenever a player casts a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. (Mana cost includes color.)
Even the oppressive cold of the cave could not temper Eladamri's ire.
Flying
When this creature enters, shuffle the cards from your hand into your library, then draw that many cards.
When this creature dies, shuffle the cards from your hand into your library, then draw that many cards.
When this creature enters, shuffle the cards from your hand into your library, then draw that many cards.
, Sacrifice this creature: Each player shuffles the cards from their hand into their library, then draws that many cards.
Kicker (You may pay an additional as you cast this spell.)
Flying
When this creature enters, destroy all lands you control. If it was kicked, destroy all lands instead.
Kicker and/or (You may pay an additional and/or as you cast this spell.)
If this creature was kicked with its kicker, it enters with two +1/+1 counters on it and with trample.
If this creature was kicked with its kicker, it enters with a +1/+1 counter on it and with "Whenever this creature deals damage, you gain that much life."
When this creature enters, you draw two cards and you lose 2 life.
Other Phyrexians have nightmares about the gargantua.
Tap two untapped creatures you control: Tap target creature.
"It's the oldest trick in the book," said Guff. "And I ought to know—I wrote it."
: Search your library for an enchantment card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle.
: Search your library for an instant card and reveal that card. Put it into your hand, then discard a card at random. Then shuffle.
At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.
When this creature dies, create a 3/3 black Kavu creature token.
"These kavu are so stubborn they even refuse to die."
—Tahngarth
Kicker (You may pay an additional as you cast this spell.)
Creatures you control get +1/+1 until end of turn. If this spell was kicked, Zombie creatures you control get an additional +2/+2 until end of turn.
: Destroy target creature blocking or blocked by Cromat.
: Cromat gains flying until end of turn.
: Regenerate Cromat.
: Cromat gets +1/+1 until end of turn.
: Put Cromat on top of its owner's library.
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
At the beginning of your upkeep, choose target opponent. This turn, that player can't cast spells or activate abilities and plays with their hand revealed. You may play lands and cast spells from that player's hand this turn.
They are the masters of your mind.
Flying, haste
When Karrthus enters, gain control of all Dragons, then untap all Dragons.
Other Dragon creatures you control have haste.
Search your library for a permanent card with mana value X or less, put it onto the battlefield, then shuffle.
Bant mages still call to the heavens for aid, but angels are not the only ones who answer.
The first spell you cast each turn has cascade. (When you cast your first spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
, Sacrifice a nontoken artifact: Create a 1/1 blue Thopter artifact creature token with flying. You gain 1 life.
"Etherium is limited. Innovation is not."
—Tezzeret
Defender, flying
Shroud (This creature can't be the target of spells or abilities.)
It provides what every discerning mage requires—time to think.
When this creature enters, look at the top three cards of target player's library, then put them back in any order.
Cycling (, Discard this card: Draw a card.)
This secret society of mages manipulates the beliefs and opinions of others.