When this creature enters, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of cards in your hand.
The first thing a Quandrix mage learns is the laws of metaphysics. The second thing is how to break them.
When this creature enters, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of cards in your hand.
The first thing a Quandrix mage learns is the laws of metaphysics. The second thing is how to break them.
Choose two —
• Prismari Command deals 2 damage to any target.
• Target player draws two cards, then discards two cards.
• Target player creates a Treasure token.
• Destroy target artifact.
Choose two —
• Prismari Command deals 2 damage to any target.
• Target player draws two cards, then discards two cards.
• Target player creates a Treasure token.
• Destroy target artifact.
Choose two —
• Return target creature or planeswalker to its owner's hand.
• Counter target artifact or enchantment spell.
• Put two +1/+1 counters on target creature.
• Target player shuffles up to three target cards from their graveyard into their library.
Choose two —
• Return target creature or planeswalker to its owner's hand.
• Counter target artifact or enchantment spell.
• Put two +1/+1 counters on target creature.
• Target player shuffles up to three target cards from their graveyard into their library.
Instant and sorcery spells you control have lifelink.
At the beginning of your upkeep, exile an instant or sorcery card at random from your graveyard. You may cast it this turn. If a spell cast this way would be put into your graveyard, exile it instead.
Instant and sorcery spells you control have lifelink.
At the beginning of your upkeep, exile an instant or sorcery card at random from your graveyard. You may cast it this turn. If a spell cast this way would be put into your graveyard, exile it instead.
Choose target creature. When that creature dies this turn, search your library for a creature card with lesser mana value, put it onto the battlefield tapped, then shuffle.
Witherbloom students learn to see death not as tragedy, but as opportunity.
Choose target creature. When that creature dies this turn, search your library for a creature card with lesser mana value, put it onto the battlefield tapped, then shuffle.
Witherbloom students learn to see death not as tragedy, but as opportunity.
Flying, double strike
At the beginning of combat on your turn, you may choose two. Each mode must target a different player.
• Target player creates a 2/1 white and black Inkling creature token with flying.
• Target player draws a card and loses 1 life.
• Target player puts a +1/+1 counter on each creature they control.
Flying, double strike
At the beginning of combat on your turn, you may choose two. Each mode must target a different player.
• Target player creates a 2/1 white and black Inkling creature token with flying.
• Target player draws a card and loses 1 life.
• Target player puts a +1/+1 counter on each creature they control.
Choose two —
• Target creature gets +3/+3 and gains flying until end of turn.
• Return target creature card with mana value 2 or less from your graveyard to the battlefield.
• Target player draws a card and loses 1 life.
• Target opponent sacrifices a creature of their choice.
Choose two —
• Target creature gets +3/+3 and gains flying until end of turn.
• Return target creature card with mana value 2 or less from your graveyard to the battlefield.
• Target player draws a card and loses 1 life.
• Target opponent sacrifices a creature of their choice.
As this creature enters, choose a nonland card name.
Whenever an opponent casts a spell with the chosen name, they lose 3 life and you draw a card.
"I am very much in the mood to start handing out expulsions."
As this creature enters, choose a nonland card name.
Whenever an opponent casts a spell with the chosen name, they lose 3 life and you draw a card.
"I am very much in the mood to start handing out expulsions."
Flying, trample
When Tanazir Quandrix enters, double the number of +1/+1 counters on target creature you control.
Whenever Tanazir Quandrix attacks, you may have the base power and toughness of other creatures you control become equal to Tanazir Quandrix's power and toughness until end of turn.
Flying, trample
When Tanazir Quandrix enters, double the number of +1/+1 counters on target creature you control.
Whenever Tanazir Quandrix attacks, you may have the base power and toughness of other creatures you control become equal to Tanazir Quandrix's power and toughness until end of turn.
Exile target monocolored permanent.
"Whoever summoned that thing had better confess right this moment, or the whole class will be cleaning the ink receptacles for a month!"
Exile target monocolored permanent.
"Whoever summoned that thing had better confess right this moment, or the whole class will be cleaning the ink receptacles for a month!"
Flying, vigilance, haste
Whenever Velomachus Lorehold attacks, look at the top seven cards of your library. You may cast an instant or sorcery spell with mana value less than or equal to Velomachus Lorehold's power from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Flying, vigilance, haste
Whenever Velomachus Lorehold attacks, look at the top seven cards of your library. You may cast an instant or sorcery spell with mana value less than or equal to Velomachus Lorehold's power from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Vigilance, trample
Whenever this creature deals combat damage to a player, you may return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of damage this creature dealt to that player.
Vigilance, trample
Whenever this creature deals combat damage to a player, you may return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of damage this creature dealt to that player.
Choose two —
• Target player mills three cards, then you return a land card from your graveyard to your hand.
• Destroy target noncreature, nonland permanent with mana value 2 or less.
• Target creature gets -3/-1 until end of turn.
• Target opponent loses 2 life and you gain 2 life.
Choose two —
• Target player mills three cards, then you return a land card from your graveyard to your hand.
• Destroy target noncreature, nonland permanent with mana value 2 or less.
• Target creature gets -3/-1 until end of turn.
• Target opponent loses 2 life and you gain 2 life.
You can't cast permanent spells.
, : Add . When you next cast a spell this turn, exile cards from the top of your library until you exile an instant or sorcery card with lesser mana value. Until end of turn, you may cast that card without paying its mana cost. Put each other card exiled this way on the bottom of your library in a random order.
You can't cast permanent spells.
, : Add . When you next cast a spell this turn, exile cards from the top of your library until you exile an instant or sorcery card with lesser mana value. Until end of turn, you may cast that card without paying its mana cost. Put each other card exiled this way on the bottom of your library in a random order.
: Add . Put a point counter on this artifact.
Whenever a creature deals combat damage to you, remove a point counter from this artifact.
Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
: Add . Put a point counter on this artifact.
Whenever a creature deals combat damage to you, remove a point counter from this artifact.
Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
: Add .
, : Look at the top card of your library. If it's an instant or sorcery card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard. Activate only if you have exactly zero or seven cards in hand.
: Add .
, : Look at the top card of your library. If it's an instant or sorcery card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard. Activate only if you have exactly zero or seven cards in hand.
As this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
A smoldering storm of chilling fire.
As this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
: Add or .
A smoldering storm of chilling fire.
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
A seething locus of reverent rage.
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add or .
A seething locus of reverent rage.
: Add .
, : Add one mana of any color.
: Put a +1/+1 counter on target creature. Activate only as a sorcery and only if you've cast an instant or sorcery spell this turn.
: Add .
, : Add one mana of any color.
: Put a +1/+1 counter on target creature. Activate only as a sorcery and only if you've cast an instant or sorcery spell this turn.
As this land enters, you may reveal a Swamp or Forest card from your hand. If you don't, this land enters tapped.
: Add or .
A hungry lair of flourishing rot.
As this land enters, you may reveal a Swamp or Forest card from your hand. If you don't, this land enters tapped.
: Add or .
A hungry lair of flourishing rot.
As this land enters, you may reveal a Plains or Swamp card from your hand. If you don't, this land enters tapped.
: Add or .
A flickering beacon of righteous corruption.
As this land enters, you may reveal a Plains or Swamp card from your hand. If you don't, this land enters tapped.
: Add or .
A flickering beacon of righteous corruption.
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
: Add or .
A verdant paradox of primal logic.
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
: Add or .
A verdant paradox of primal logic.