When Oath of Kaya enters, it deals 3 damage to any target and you gain 3 life.
Whenever an opponent attacks a planeswalker you control with one or more creatures, Oath of Kaya deals 2 damage to that player and you gain 2 life.
"So everyone gets what they truly deserve, I will keep watch."
When Oath of Kaya enters, it deals 3 damage to any target and you gain 3 life.
Whenever an opponent attacks a planeswalker you control with one or more creatures, Oath of Kaya deals 2 damage to that player and you gain 2 life.
"So everyone gets what they truly deserve, I will keep watch."
Whenever you cast or copy an instant or sorcery spell, Ral deals 1 damage to target opponent or planeswalker.
[+2]: Scry 1.
[−2]: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Whenever you cast or copy an instant or sorcery spell, Ral deals 1 damage to target opponent or planeswalker.
[+2]: Scry 1.
[−2]: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Whenever you cast or copy an instant or sorcery spell, Ral deals 1 damage to target opponent or planeswalker.
[+2]: Scry 1.
[−2]: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Flying, trample
When Roalesk enters, put two +1/+1 counters on another target creature you control.
When Roalesk dies, proliferate, then proliferate again. (Choose any number of permanents and/or players, then give each another counter of each kind already there. Then do it again.)
Exchange control of two target permanents that share a permanent type.
Uthlon the Wise scandalized sphinx society, hooting the answers to riddles as he rampaged through Tin Street. Grangle, on the other hand, sat for hours, deep in thought, largely ignored by fellow goblins.
Each creature deals damage to itself equal to its power.
"The primary weapon is nothing more than light. It shows them what they are, and they burn of their own accord."
—Aurelia
Each creature deals damage to itself equal to its power.
"The primary weapon is nothing more than light. It shows them what they are, and they burn of their own accord."
—Aurelia
During your turn, creatures and planeswalkers you control have lifelink.
[+2]: Sorin deals 1 damage to target player or planeswalker.
[−X]: Return target creature card with mana value X from your graveyard to the battlefield. That creature is a Vampire in addition to its other types.
During your turn, creatures and planeswalkers you control have lifelink.
[+2]: Sorin deals 1 damage to target player or planeswalker.
[−X]: Return target creature card with mana value X from your graveyard to the battlefield. That creature is a Vampire in addition to its other types.
During your turn, creatures and planeswalkers you control have lifelink.
[+2]: Sorin deals 1 damage to target player or planeswalker.
[−X]: Return target creature card with mana value X from your graveyard to the battlefield. That creature is a Vampire in addition to its other types.
, Remove a counter from an artifact, creature, land, or planeswalker you control: Draw a card.
As the Eternal's cold fingers tightened around his throat, Domri realized what kind of master he had rushed to serve.
, Remove a counter from an artifact, creature, land, or planeswalker you control: Draw a card.
As the Eternal's cold fingers tightened around his throat, Domri realized what kind of master he had rushed to serve.
Trample
Whenever Storrev deals combat damage to a player or planeswalker, return to your hand target creature or planeswalker card in your graveyard that wasn't put there this combat.
In times of war, only death flourishes.
Trample
Whenever Storrev deals combat damage to a player or planeswalker, return to your hand target creature or planeswalker card in your graveyard that wasn't put there this combat.
In times of war, only death flourishes.
Spells and abilities your opponents control can't cause you to discard cards or sacrifice permanents.
[+1]: Choose a nonland card name, then reveal the top four cards of your library. Put all cards with the chosen name from among them into your hand and the rest into your graveyard.
[−3]: Return target card from your graveyard to your hand.
Spells and abilities your opponents control can't cause you to discard cards or sacrifice permanents.
[+1]: Choose a nonland card name, then reveal the top four cards of your library. Put all cards with the chosen name from among them into your hand and the rest into your graveyard.
[−3]: Return target card from your graveyard to your hand.
Spells and abilities your opponents control can't cause you to discard cards or sacrifice permanents.
[+1]: Choose a nonland card name, then reveal the top four cards of your library. Put all cards with the chosen name from among them into your hand and the rest into your graveyard.
[−3]: Return target card from your graveyard to your hand.
Each opponent can cast spells only any time they could cast a sorcery.
[+1]: Until your next turn, you may cast sorcery spells as though they had flash.
[−3]: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
Each opponent can cast spells only any time they could cast a sorcery.
[+1]: Until your next turn, you may cast sorcery spells as though they had flash.
[−3]: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
Each opponent can cast spells only any time they could cast a sorcery.
[+1]: Until your next turn, you may cast sorcery spells as though they had flash.
[−3]: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
Return a creature you control to its owner's hand, then destroy all creatures.
Return a creature you control to its owner's hand, then destroy all creatures.
"To comprehend the full answer requires years of temporal study. In short, they were now never born in the first place."
—Teferi
Return a creature you control to its owner's hand, then destroy all creatures.
"To comprehend the full answer requires years of temporal study. In short, they were now never born in the first place."
—Teferi
When Tolsimir enters, create Voja, Friend to Elves, a legendary 3/3 green and white Wolf creature token.
Whenever a Wolf you control enters, you gain 3 life and that creature fights up to one target creature you don't control.
When Tolsimir enters, create Voja, Friend to Elves, a legendary 3/3 green and white Wolf creature token.
Whenever a Wolf you control enters, you gain 3 life and that creature fights up to one target creature you don't control.
Amass Zombies 2, then the Army you amassed deals damage equal to its power to each non-Army creature. (To amass Zombies 2, put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Amass Zombies 2, then the Army you amassed deals damage equal to its power to each non-Army creature. (To amass Zombies 2, put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Creatures you control have menace.
[−2]: Amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Creatures you control have menace.
[−2]: Amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Spells and abilities your opponents control can't cause their controller to search their library.
[−1]: Target player mills four cards. Then exile each opponent's graveyard.
Spells and abilities your opponents control can't cause their controller to search their library.
[−1]: Target player mills four cards. Then exile each opponent's graveyard.
Artifact, instant, and sorcery spells your opponents cast cost more to cast.
[−1]: Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls.
Artifact, instant, and sorcery spells your opponents cast cost more to cast.
[−1]: Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls.
Each creature you control assigns combat damage equal to its toughness rather than its power.
[−3]: You gain life equal to the greatest toughness among creatures you control.
Each creature you control assigns combat damage equal to its toughness rather than its power.
[−3]: You gain life equal to the greatest toughness among creatures you control.
Your opponents and permanents your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.
[−3]: Exile target creature.
Your opponents and permanents your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.
[−3]: Exile target creature.
Whenever a creature you control with power 4 or greater enters, draw a card.
[−1]: Untap target permanent.
Whenever a creature you control with power 4 or greater enters, draw a card.
[−1]: Untap target permanent.
During your turn, creatures you control have first strike and equip abilities you activate cost less to activate.
[−X]: Nahiri deals X damage to target tapped creature.
During your turn, creatures you control have first strike and equip abilities you activate cost less to activate.
[−X]: Nahiri deals X damage to target tapped creature.
Whenever you cast a noncreature spell, create a 1/1 colorless Servo artifact creature token.
[−2]: Target artifact you control becomes a copy of another target artifact or creature you control until end of turn, except it's an artifact in addition to its other types.
Whenever you cast a noncreature spell, create a 1/1 colorless Servo artifact creature token.
[−2]: Target artifact you control becomes a copy of another target artifact or creature you control until end of turn, except it's an artifact in addition to its other types.
Creatures you control have haste.
[−1]: Target creature gets +2/+1 and gains haste until end of turn. Scry 1.
Creatures you control have haste.
[−1]: Target creature gets +2/+1 and gains haste until end of turn. Scry 1.
Whenever a creature you control with deathtouch deals damage to a player or planeswalker, put a +1/+1 counter on that creature.
[−2]: Create a 1/1 black Assassin creature token with deathtouch and "Whenever this token deals damage to a planeswalker, destroy that planeswalker."
Whenever a creature you control with deathtouch deals damage to a player or planeswalker, put a +1/+1 counter on that creature.
[−2]: Create a 1/1 black Assassin creature token with deathtouch and "Whenever this token deals damage to a planeswalker, destroy that planeswalker."
This land enters with a charge counter on it.
: Add .
, : Put X charge counters on this land.
, , Sacrifice this land: Destroy each nonland permanent with mana value equal to the number of charge counters on this land.
This land enters with a charge counter on it.
: Add .
, : Put X charge counters on this land.
, , Sacrifice this land: Destroy each nonland permanent with mana value equal to the number of charge counters on this land.
: Add .
, : Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
"I can't protect everyone here. But those I can, I will."
—Karn
: Add .
, : Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
"I can't protect everyone here. But those I can, I will."
—Karn
: Add .
, : Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
"I can't protect everyone here. But those I can, I will."
—Karn
: Add .
: This land becomes a 3/3 Citizen creature with vigilance until end of turn. It's still a land. This ability costs less to activate for each legendary creature and planeswalker you control.
Sometimes the strongest weapon you can hold in your hand is another hand.
: Add .
: This land becomes a 3/3 Citizen creature with vigilance until end of turn. It's still a land. This ability costs less to activate for each legendary creature and planeswalker you control.
Sometimes the strongest weapon you can hold in your hand is another hand.