Nontoken creatures you control get +1/+1 and have vigilance.
"We pray to Avacyn on high. On snow-white wings fearless you fly. Keep safe our souls. Keep safe our lives. May angels watch us from the skies."
—Children's prayer
Flying
Delirium — Whenever this creature deals damage, if there are four or more card types among cards in your graveyard, exile target creature an opponent controls.
Flying
Delirium — Whenever this creature deals damage, if there are four or more card types among cards in your graveyard, exile target creature an opponent controls.
Flash
Flying, vigilance
When Archangel Avacyn enters, creatures you control gain indestructible until end of turn.
When a non-Angel creature you control dies, transform Archangel Avacyn at the beginning of the next upkeep.
Flying
When this creature transforms into Avacyn, the Purifier, it deals 3 damage to each other creature and each opponent.
"Wings that once bore hope are now stained with blood. She is our guardian no longer."
—Grete, cathar apostate
Flying
Whenever you cast a creature spell with mana value 3 or less, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.
The message was clear to Sorin—Nahiri had paid Markov Manor a visit.
Exile all creatures.
Delirium — Create a 4/4 white Angel creature token with flying if there are four or more card types among cards in your graveyard.
Above the cries, a phrase rang out: "You will all be saved."
Flying
Whenever another Spirit you control enters, you gain 2 life.
: Create a 1/1 white Spirit creature token with flying.
Flying
Whenever another Spirit you control enters, you gain 2 life.
: Create a 1/1 white Spirit creature token with flying.
Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
The barrier between existence and oblivion is thinner than you know.
Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
The barrier between existence and oblivion is thinner than you know.
At the beginning of your upkeep, if you control four or more creatures, transform this creature.
Her reputation inspires both loyalty and adoration.
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control.
At the beginning of your end step, create a 1/1 white and black Human Cleric creature token.
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
When this creature enters, put a +1/+1 counter on each other Human you control.
Whenever another Human you control enters, put a +1/+1 counter on this creature.
Counter target spell.
Investigate three times. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Everyone has something to hide.
Return to their owners' hands all creatures with toughness less than or equal to the number of Islands you control.
"The tides have begun to ignore the moon."
—Tamiyo's journal
Reveal the top X plus one cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
"Is this what you found, Tamiyo?"
—Jace Beleren
Skulk (This creature can't be blocked by creatures with greater power.)
At the beginning of your upkeep, you may discard all the cards in your hand. If you do, draw that many cards.
"My earliest work escapes me."
—Stitcher Geralf
Flying
This creature gets -1/-1 for each card in your hand.
, Discard three cards: Return this card from your graveyard to the battlefield tapped.
[+1]: Scry 1, then draw a card.
[−2]: Return target creature to its owner's hand.
[−8]: You get an emblem with "Whenever an opponent casts their first spell each turn, counter that spell."
Flying
When this creature enters, target creature gains flying until end of turn.
, Exile this card from your graveyard: Creatures you control gain flying until end of turn.
Flying
When this creature enters, target creature gains flying until end of turn.
, Exile this card from your graveyard: Creatures you control gain flying until end of turn.
Flash
Flying
When this creature enters, target Spirit gains hexproof until end of turn.
You may cast Spirit spells as though they had flash.
Target opponent mills thirteen cards.
: Put this card from your graveyard onto the battlefield transformed. Activate only as a sorcery.
Skulk (This creature can't be blocked by creatures with greater power.)
When this creature deals combat damage to a player, return it to its owner's hand.
"It seemed so real!"
Defender
This creature enters with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from this creature. Then if it has no ice counters on it, transform it.
When this creature transforms into Awoken Horror, return all non-Horror creatures to their owners' hands.
"It serves as evidence of the ancient power of the deep, a reminder that the sea is the only thing worthy of reverence."
—Runo Stromkirk
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Gain control of target creature if its toughness is 2 or less. If this spell's madness cost was paid, instead gain control of that creature if its toughness is X or less.
At the beginning of each player's upkeep, if that player has no cards in hand, you draw a card and you lose 1 life.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
"The ravings of the mad are laced with eldritch knowledge."
Discard your hand. Search your library for three cards, put them into your hand, then shuffle.
There is power in the abyss, in blackness more profound than the darkest dreams.
This creature enters with a +1/+1 counter on it for each Zombie card in your graveyard.
Whenever you cast a Zombie spell, create a tapped 2/2 black Zombie creature token.
, Discard a card: Transform this creature.
Older vampires are usually more cautious than the newly-sired, calling upon ancient magic for which neonates lack patience.
Hexproof, indestructible
This creature can't block and can't be blocked.
Whenever this creature attacks and isn't blocked, you may pay . If you do, transform it.
, Discard a card: Transform this creature.
Older vampires are usually more cautious than the newly-sired, calling upon ancient magic for which neonates lack patience.
Hexproof, indestructible
This creature can't block and can't be blocked.
Whenever this creature attacks and isn't blocked, you may pay . If you do, transform it.
Return up to two target creature cards from your graveyard to the battlefield. Each of those creatures is a black Zombie in addition to its other colors and types. Put Ever After on the bottom of its owner's library.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Create three tapped 2/2 black Zombie creature tokens and you gain 3 life. If this spell's madness cost was paid, instead create X of those tokens and you gain X life.
Flying
, Discard a card: Put two +1/+1 counters on this creature.
The destruction of Markov Manor made the surviving members of the bloodline more dangerous.
Flying
, Discard a card: Put two +1/+1 counters on this creature.
The destruction of Markov Manor made the surviving members of the bloodline more dangerous.
Flying, trample
When this creature enters, mill four cards.
Delirium — At the beginning of your upkeep, you lose 4 life unless there are four or more card types among cards in your graveyard.
Menace (This creature can't be blocked except by two or more creatures.)
When this creature dies, you may pay . If you do, return it to its owner's hand.
When this creature dies, you may pay . If you do, return another target Zombie creature card with mana value X from your graveyard to the battlefield.
Target player sacrifices a creature or planeswalker of their choice.
Delirium — If there are four or more card types among cards in your graveyard, instead that player sacrifices a creature and a planeswalker of their choice.
"Where has little Gossamer gone?"
—Thaniel, Gatstaf shepherd
At the beginning of your upkeep, choose one —
• Each player with exactly 13 life loses the game, then each player gains 1 life.
• Each player with exactly 13 life loses the game, then each player loses 1 life.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Avacyn's Judgment deals 2 damage divided as you choose among any number of targets. If this spell's madness cost was paid, it deals X damage divided as you choose among those permanents and/or players instead.
Burn from Within deals X damage to any target. If a creature is dealt damage this way, it loses indestructible until end of turn. If that creature would die this turn, exile it instead.
Create four 1/1 red Devil creature tokens. They have "When this token dies, it deals 1 damage to any target."
"The city is overrun. I would say burn it to the ground, but that won't be necessary."
—Inquisitor Delmund
Each Vampire creature card you own that isn't on the battlefield has madness. The madness cost is equal to its mana cost. (If you discard a card with madness, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Flying
Whenever a source an opponent controls deals damage to you or a permanent you control, you may have this creature deal 1 damage to that source's controller.
"You must pay for your sin in blood."
Flying
Whenever a source an opponent controls deals damage to you or a permanent you control, you may have this creature deal 1 damage to that source's controller.
"You must pay for your sin in blood."
Haste
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
The cathars realized they had not tracked her—she had led them here.
Whenever a Werewolf you control enters, you may transform it.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
Flying, haste
If a source would deal damage to you, it deals double that damage to you instead.
If a source would deal damage to this creature, it deals double that damage to this creature instead.
Whenever you cast an instant or sorcery spell from your hand, you may cast target card with the same name as that spell from your graveyard. (You still pay its costs.)
"There is no place like a rooftop laboratory in a lightning storm. It's where genius strikes."
—Renna, Selhoff alchemist
Haste (This creature can attack and as soon as it comes under your control.)
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Discard a card: This creature gets +2/-2 until end of turn.
"Nothing will cool the fire in their blood. They are too far gone. We must keep them away from our towns at any cost."
—Cosper Lowe of the Silbern Guard
First strike
Delirium — This creature has double strike as long as there are four or more card types among cards in your graveyard.
Menace
At the beginning of your upkeep, reveal the top card of your library. Any opponent may have you put that card into your graveyard. If a player does, this creature deals damage to that player equal to that card's mana value. Otherwise, put that card into your hand.
Whenever this creature attacks, you may pay and discard a card. If you do, this creature deals damage to target creature or planeswalker equal to the discarded card's mana value.
"How can werewolves be considered abominations next to such creatures?"
—Arlinn Kord
Creatures you control have ": Add one mana of any color."
The chant was incomprehensible, but its power was unmistakable.
: Add or .
Delirium — This creature has deathtouch as long as there are four or more card types among cards in your graveyard.
The old hermit would never say what he fed his mushrooms, and people learned not to ask.
Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, create a 3/3 green Ooze creature token that's tapped and attacking.
Sage of Ancient Lore's power and toughness are each equal to the number of cards in your hand.
When this creature enters, draw a card.
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
Vigilance, trample
Werewolf of Ancient Hunger's power and toughness are each equal to the total number of cards in all players' hands.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
Return any number of cards with different mana values from your graveyard to your hand. Put Seasons Past on the bottom of its owner's library.
The seeds of new life take root in the soil of old.
For each token you control, create a token that's a copy of that permanent.
"The cornfields promise a good yield this season."
—Radwick, farmer of Gatstaf
Trample
Whenever a Wolf or Werewolf you control becomes the target of an instant or sorcery spell, create a 2/2 green Wolf creature token.
Silverfurs are the last remaining wolfir.