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, 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.)
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.)
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.)
Enrage — Whenever this creature is dealt damage, create a token that's a copy of this creature.
An innumerable pack is concealed in a single reflection.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
You may play an additional land on each of your turns.
This creature can't attack or block unless you have the city's blessing.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
You may play an additional land on each of your turns.
This creature can't attack or block unless you have the city's blessing.
Whenever this creature attacks, you may mill three cards.
When this creature dies, return all land cards from your graveyard to the battlefield tapped.
"The Great River will not be tamed."
Whenever this creature attacks, you may mill three cards.
When this creature dies, return all land cards from your graveyard to the battlefield tapped.
"The Great River will not be tamed."
[+1]: Each opponent discards a card and loses 2 life.
[−3]: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has mana value 3 or less.
[−8]: Each opponent loses life equal to the number of cards in their graveyard.
Flying
When Azor enters, each opponent can't cast instant or sorcery spells during that player's next turn.
Whenever Azor attacks, you may pay . If you do, you gain X life and draw X cards.
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.
[+1]: Put a loyalty counter on Huatli for each creature you control.
[−1]: Target creature gets +X/+X until end of turn, where X is the number of creatures you control.
[−8]: You get an emblem with "Whenever a creature you control enters, you may draw a card."
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.
Tap another untapped Merfolk you control: Kumena can't be blocked this turn.
Tap three untapped Merfolk you control: Draw a card.
Tap five untapped Merfolk you control: Put a +1/+1 counter on each Merfolk you control.
When Path of Mettle enters, it deals 1 damage to each creature that doesn't have first strike, double strike, vigilance, or haste.
Whenever you attack with at least two creatures that have first strike, double strike, vigilance, and/or haste, transform Path of Mettle.
(Transforms from Path of Mettle.)
: Add one mana of any color.
, : Metzali deals 2 damage to each opponent.
, : Choose a creature at random that attacked this turn. Destroy that creature.
: Exile target creature. Then if there are three or more cards exiled with Profane Procession, transform it.
Vona sought a conqueror. Mavren sought a savior. Both found what they sought . . .
(Transforms from Profane Procession.)
: Add one mana of any color.
, : Put a creature card exiled with this permanent onto the battlefield under your control.
. . . resting in the splendor of the dead.
Raid — If you attacked this turn, you may have this creature enter as a copy of any creature on the battlefield.
Imitation is the sincerest form of piracy.
Enrage — Whenever this creature is dealt damage, put two +1/+1 counters on it. (It must survive the damage to get the counters.)
To a siegehorn, there is no such thing as a dead end.
Enrage — Whenever this creature is dealt damage, put two +1/+1 counters on it. (It must survive the damage to get the counters.)
To a siegehorn, there is no such thing as a dead end.
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
At the beginning of your end step, if you control five or more artifacts, transform Storm the Vault.
(Transforms from Storm the Vault.)
: Add one mana of any color.
: Add for each artifact you control.
Swimming in coins proved harder than they'd hoped, but dancing was a jingling delight.
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.
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.
Awakened Amalgam's power and toughness are each equal to the number of differently named lands you control.
"The fools have done it."
—Tishana
, : 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.
Equipped creature gets +2/+0, has menace, and is a Pirate in addition to its other creature types.
Whenever this Equipment becomes unattached from a permanent, destroy that permanent.
Equip
Equipped creature gets +2/+0, has menace, and is a Pirate in addition to its other creature types.
Whenever this Equipment becomes unattached from a permanent, destroy that permanent.
Equip
Defender
: This creature fights another target creature you control. When this creature dies this turn, return it to the battlefield transformed under your control.
(Transforms from Golden Guardian.)
: Add two mana of any one color.
, : Create a 4/4 colorless Golem artifact creature token.
An army of living gold for the golden city.
Players can't activate planeswalkers' loyalty abilities.
At the beginning of your draw step, draw an additional card.
Spells you cast cost less to cast.
Creatures you control get +1/+1.
Players can't activate planeswalkers' loyalty abilities.
At the beginning of your draw step, draw an additional card.
Spells you cast cost less to cast.
Creatures you control get +1/+1.
Cards in graveyards can't be the targets of spells or abilities.
, : Exile this artifact and all cards from all graveyards. Draw a card.
Made to ward off the Grim Captain and silence the lure of undeath.
Cards in graveyards can't be the targets of spells or abilities.
, : Exile this artifact and all cards from all graveyards. Draw a card.
Made to ward off the Grim Captain and silence the lure of undeath.
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.
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.