: Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. Activate only as a sorcery.
"We sail. We plunder. Then we dance."
: Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. Activate only as a sorcery.
"We sail. We plunder. Then we dance."
Menace
Players can't gain life.
Whenever another creature enters, this creature deals 1 damage to that creature's controller.
All raptors are aggressive, but ferocidons seem to enjoy their prey's pain.
Repeating Barrage deals 3 damage to any target.
Raid — : Return this card from your graveyard to your hand. Activate only if you attacked this turn.
Trample
When this creature enters, draw three cards, then discard two cards at random. If two cards that share a card type are discarded this way, put two +1/+1 counters on this creature.
Destroy target land. Star of Extinction deals 20 damage to each creature and each planeswalker.
"The visions haunt me. I see the end of the world, brought on by the search for the Immortal Sun."
—Shaper Pashona
Destroy target land. Star of Extinction deals 20 damage to each creature and each planeswalker.
"The visions haunt me. I see the end of the world, brought on by the search for the Immortal Sun."
—Shaper Pashona
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
Haste
Whenever this creature attacks, it becomes a copy of another target nonlegendary attacking creature until end of turn.
"I am the ferocity of the Burning Sun. I am hide and feather, fang and claw."
At the beginning of your upkeep, exile the top card of your library. If it's a nonland card, you may cast that card this turn.
Whenever you cast your third spell in a turn, you may transform Vance's Blasting Cannons.
With a broadside assault, Captain Vance carved the cliffs to form her new home.
(Transforms from Vance's Blasting Cannons.)
: Add .
, : Spitfire Bastion deals 3 damage to any target.
Now instead of a ship, Ripley Vance commands a fortress.
This spell can't be countered.
Trample, hexproof
Sun Empire commanders are well versed in advanced martial strategy. Still, the correct maneuver is usually to deploy the giant, implacable death lizard.
This spell can't be countered.
Trample, hexproof
Sun Empire commanders are well versed in advanced martial strategy. Still, the correct maneuver is usually to deploy the giant, implacable death lizard.
Whenever this creature enters or attacks, you may exile target card from a graveyard. If a creature card is exiled this way, you gain 2 life. If a noncreature card is exiled this way, this creature gets +1/+1 until end of turn.
Whenever this creature enters or attacks, you may exile target card from a graveyard. If a creature card is exiled this way, you gain 2 life. If a noncreature card is exiled this way, this creature gets +1/+1 until end of turn.
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
"No good will come from what you seek. Turn back now or suffer an ignoble death far from your home."
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
"No good will come from what you seek. Turn back now or suffer an ignoble death far from your home."
Whenever this creature deals combat damage to a player, 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 this creature, then put the card back or put it into your graveyard.)
When Growing Rites of Itlimoc enters, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
(Transforms from Growing Rites of Itlimoc.)
: Add .
: Add for each creature you control.
Before the Sun Empire was born, humans and merfolk joined their magic to invoke a blessing of fertility on the land.
When this creature enters, each opponent may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
"The jungle was here before any city. It will be here after the last city falls."
Enrage — Whenever this creature is dealt damage, draw a card.
Raptors are clever enough to tear away a hard metal shell to get at the tasty morsel inside.
Enrage — Whenever this creature is dealt damage, draw a card.
Raptors are clever enough to tear away a hard metal shell to get at the tasty morsel inside.
Whenever a creature you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Protection is woven into every vine and branch.
Whenever a creature you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Protection is woven into every vine and branch.
Whenever this creature or another creature you control enters, you gain life equal to that creature's toughness.
"Ixalli's fertile rays enliven us all. Each of us is a testament to the sun's strength and love."
—Chitlati, Lightning Rider
Whenever this creature or another creature you control enters, you gain life equal to that creature's toughness.
"Ixalli's fertile rays enliven us all. Each of us is a testament to the sun's strength and love."
—Chitlati, Lightning Rider
: Put X +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land.
"Our foes are many and mighty, but not as many as the trees or as mighty as the sea."
Other Pirates you control get +1/+1.
At the beginning of your end step, gain control of target nonland permanent controlled by a player who was dealt combat damage by three or more Pirates this turn.
"You and your ship will make a fine addition to my fleet."
Vigilance, trample, haste
Whenever Gishath deals combat damage to a player, reveal that many cards from the top of your library. Put any number of Dinosaur creature cards from among them onto the battlefield and the rest on the bottom of your library in a random order.
When this creature enters, exile another target creature or artifact until this creature leaves the battlefield. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
[+2]: You gain life equal to the greatest power among creatures you control.
[0]: Create a 3/3 green Dinosaur creature token with trample.
[−X]: Huatli deals X damage divided as you choose among any number of target creatures. Creatures dealt damage this way can't block this turn.
Other Dinosaurs you control have haste.
When this creature enters, create a 3/3 green Dinosaur creature token with trample.
"Seeing a pack of these monsters hunt together, I'm at a loss to imagine the size of their prey."
—Adrian Adanto of Lujio
Other Dinosaurs you control have haste.
When this creature enters, create a 3/3 green Dinosaur creature token with trample.
"Seeing a pack of these monsters hunt together, I'm at a loss to imagine the size of their prey."
—Adrian Adanto of Lujio
Tishana's power and toughness are each equal to the number of cards in your hand.
You have no maximum hand size.
When Tishana enters, draw a card for each creature you control.
Vigilance, lifelink
, Pay 7 life: Destroy target nonland permanent. Activate only during your turn.
"For four hundred years, I have led armies of conquest. These lands hold nothing that can stand against me."
[+2]: Create a 2/2 black Pirate creature token with menace.
[−3]: Destroy target artifact, creature, or enchantment. Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
[−10]: Target player's life total becomes 1.
[+2]: Create a 2/2 black Pirate creature token with menace.
[−3]: Destroy target artifact, creature, or enchantment. Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
[−10]: Target player's life total becomes 1.
When this Vehicle attacks, exile it at end of combat, then return it to the battlefield transformed under your control.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
(Transforms from Conqueror's Galleon.)
: Add .
, : Draw a card, then discard a card.
, : Draw a card.
, : Return target card from your graveyard to your hand.
When this Equipment enters, target opponent creates two 0/2 green Plant creature tokens with defender.
Equipped creature gets +2/+1.
Whenever equipped creature deals combat damage to a player, you may transform this Equipment.
Equip
(Transforms from Dowsing Dagger.)
: Add three mana of any one color.
The pirates had ventured into the interior for treasure. They found something far greater.
Pirates you control get +1/+0.
Whenever this Vehicle deals combat damage to a player, that player discards a card.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Instant and sorcery spells you cast cost less to cast.
Whenever you cast an instant or sorcery spell, put a charge counter on this artifact. Then if there are four or more charge counters on it, you may remove those counters and transform it.
(Transforms from Primal Amulet.)
: Add one mana of any color. When that mana is spent to cast an instant or sorcery spell, copy that spell and you may choose new targets for the copy.
Whenever a creature you control explores, put a +1/+1 counter on this Vehicle.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
As this artifact enters, look at an opponent's hand, then choose any card name.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
As this artifact enters, look at an opponent's hand, then choose any card name.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
, : Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
At the beginning of your end step, if you control seven or more lands, transform this artifact.
"Clearly, it indicates the aetheric azimuth of . . ."
—Jace Beleren
(Transforms from Thaumatic Compass.)
: Add .
: Untap target attacking creature an opponent controls and remove it from combat.
". . . a cryptic objective."
—Jace Beleren
, : Scry 1. Put a landmark counter on this artifact. Then if there are three or more landmark counters on it, remove those counters, transform this artifact, and create three Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
(Transforms from Treasure Map.)
: Add .
, Sacrifice a Treasure: Draw a card.
Half the treasure is the glory of finding it.
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
Whenever you cast a creature spell of the chosen type, draw a card.
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
Whenever you cast a creature spell of the chosen type, draw a card.
This land enters tapped unless you control a Swamp or a Mountain.
: Add or .
When the Planeswalker Angrath called dinosaurs "dragons," the name stuck in certain pirate circles.
This land enters tapped unless you control a Swamp or a Mountain.
: Add or .
When the Planeswalker Angrath called dinosaurs "dragons," the name stuck in certain pirate circles.
This land enters tapped unless you control an Island or a Swamp.
: Add or .
None can tell how many vessels are tangled up on the sea floor—or how much treasure remains unclaimed.
This land enters tapped unless you control an Island or a Swamp.
: Add or .
None can tell how many vessels are tangled up on the sea floor—or how much treasure remains unclaimed.
This land enters tapped unless you control a Plains or an Island.
: Add or .
Ships blown north in their voyage across the Stormwreck Sea become trapped in the unmelting ice.
This land enters tapped unless you control a Plains or an Island.
: Add or .
Ships blown north in their voyage across the Stormwreck Sea become trapped in the unmelting ice.
This land enters tapped unless you control a Mountain or a Forest.
: Add or .
Cliffs echo and branches quake at the roar of life.
This land enters tapped unless you control a Mountain or a Forest.
: Add or .
Cliffs echo and branches quake at the roar of life.
This land enters tapped unless you control a Forest or a Plains.
: Add or .
To the Sun Empire, any place where daylight brightens the jungle floor is sacred ground.
This land enters tapped unless you control a Forest or a Plains.
: Add or .
To the Sun Empire, any place where daylight brightens the jungle floor is sacred ground.
As this land enters, choose a creature type.
: Add .
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.