Spit Flame deals 4 damage to target creature.
Whenever a Dragon you control enters, you may pay . If you do, return this card from your graveyard to your hand.
Other Elves you control get +1/+1.
, : Search your library for a card named Elvish Clancaller, put it onto the battlefield, then shuffle.
No single root feeds the forest.
Other Elves you control get +1/+1.
, : Search your library for a card named Elvish Clancaller, put it onto the battlefield, then shuffle.
No single root feeds the forest.
When this creature enters, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
"Each tooth is the length of a horse, and new ones grow in every sixteen days. Let's get a closer look!"
—Vivien Reid
"Each tooth is the length of a horse, and new ones grow in every sixteen days. Let's get a closer look!"
—Vivien Reid
Creature spells you cast with power 4 or greater cost less to cast.
Whenever Goreclaw attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.
You don't want to know how she got that name.
Creature spells you cast with power 4 or greater cost less to cast.
Whenever Goreclaw attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.
You don't want to know how she got that name.
This creature enters with X +1/+1 counters on it.
This creature can't be blocked by more than one creature.
Whenever this creature is dealt damage, put that many +1/+1 counters on it. (It must survive the damage to get the counters.)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
When this creature enters, you gain 7 life.
When this creature dies, draw a card.
It eats what it wants to eat—which is anything that moves.
Enchant creature
Enchanted creature gets +7/+7 and has trample.
"Look how cute it is now!"
—Vivien Reid
Whenever an opponent activates an ability of a creature or land that isn't a mana ability, you may draw a card.
The Sun Empire's most sacred sites are protected by more than prayers.
Whenever an opponent activates an ability of a creature or land that isn't a mana ability, you may draw a card.
The Sun Empire's most sacred sites are protected by more than prayers.
Sacrifice any number of lands. Search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
"Whether we like it or not, our arrival has altered the landscape."
—Malcolm, navigator of the Belligerent
Whenever this creature becomes the target of a spell or ability an opponent controls, create a 1/1 green Elf Warrior creature token.
: This creature gets +4/+4 until end of turn.
Whenever this creature becomes the target of a spell or ability an opponent controls, create a 1/1 green Elf Warrior creature token.
: This creature gets +4/+4 until end of turn.
[+1]: Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
[−3]: Destroy target artifact, enchantment, or creature with flying.
[−8]: You get an emblem with "Creatures you control get +2/+2 and have vigilance, trample, and indestructible."
[+1]: Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
[−3]: Destroy target artifact, enchantment, or creature with flying.
[−8]: You get an emblem with "Creatures you control get +2/+2 and have vigilance, trample, and indestructible."
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When a creature is put onto the battlefield this way, it deals damage equal to its power to target creature an opponent controls.
Flying, vigilance
Whenever a creature you control with defender enters, draw a card.
Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
Flash
This spell can't be countered.
Flying
Discard a card: Until end of turn, Chromium becomes a Human with base power and toughness 1/1, loses all abilities, and gains hexproof. It can't be blocked this turn.
Flying
When Nicol Bolas enters, each opponent discards a card.
: Exile Nicol Bolas, then return him to the battlefield transformed under his owner's control. Activate only as a sorcery.
[+2]: Draw two cards.
[−3]: Nicol Bolas deals 10 damage to target creature or planeswalker.
[−4]: Put target creature or planeswalker card from a graveyard onto the battlefield under your control.
[−12]: Exile all but the bottom card of target player's library.
Flying, vigilance, trample
Palladia-Mors has hexproof if it hasn't dealt damage yet.
Sister of Nicol Bolas. Survivor of the Elder Dragon War. The most vicious of her kin.
Flying
Whenever Vaevictis Asmadi attacks, for each player, choose target permanent that player controls. Those players sacrifice those permanents. Each player who sacrificed a permanent this way reveals the top card of their library, then puts it onto the battlefield if it's a permanent card.
Whenever you become the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays .
Creature tokens get -1/-0.
Whether it is magical, lucky, or merely old, it is cherished, and that gives it power.
, : Target opponent exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then put the exiled cards that weren't cast this way on the bottom of that library in a random order.
You may play lands from your graveyard.
Amidst the darkest ashes grow the strongest seeds.
Whenever one or more creature cards leave your graveyard, create a 1/1 black Bat creature token with flying.
The grave robbers were startled, for the door to the mausoleum was already open.
Whenever one or more creature cards leave your graveyard, create a 1/1 black Bat creature token with flying.
The grave robbers were startled, for the door to the mausoleum was already open.
Whenever a Dragon you control enters, put a gold counter on this artifact.
, Remove a gold counter from this artifact: Draw a card.
: Add one mana of any color.
, : Put a charge counter on this artifact.
, Remove three charge counters from this artifact: Take an extra turn after this one.
Equipped creature gets +2/+0, has vigilance, and is a Knight in addition to its other types.
Whenever equipped creature attacks, create a 2/2 white Knight creature token with vigilance that's attacking.
Equip
This artifact enters with three charge counters on it.
, , Remove a charge counter from this artifact: Destroy target creature. Its controller creates a 2/4 white Ox creature token. Activate only as a sorcery.
: Add .
, : Until end of turn, your opponents and creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.
Its light exposes enemies and lays secrets bare.
You have no maximum hand size.
: Add .
The most holy treasures are kept far from unclean soil.