Return target creature you control and target creature you don't control to their owners' hands.
When House Dimir's secrets are in danger of exposure, the guild takes drastic measures to cover its tracks.
Target creature becomes the color or colors of your choice until end of turn.
Draw a card.
Most Ravnicans lead lives of desperate survival. Those who thrive are malleable enough to change with the ever-shifting politics of the guilds.
Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard.
Draw a card.
"Well, at least all of that arm-waving and arcane babbling you did was impressive."
Flying (This creature can't be blocked except by creatures with flying or reach.)
The irritable drakes are solitary nesters. Even brooding females barely contain the urge to attack their own young.
When this creature enters, you may exchange control of target creature you control and target creature with power less than or equal to that creature's power an opponent controls.
"The trick isn't setting up the bad trade. It's making each side think it got the better deal."
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
: Attach this Aura to target creature.
The Simic created the cells to preserve their experiments. The Azorius put the cells to use on the guilty.
Flying
When this creature dies, you may draw a card.
Their natural curiosity, combined with a knack for trespassing, makes sprites excellent spies.
Flying
: Regenerate this creature.
"Drakes embody the worst of Ravnica: great potential, twisted by selfishness and greed."
—Razia
Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.
Mastery is achieved when "telling time" becomes "telling time what to do."
: Choose a basic land type. Each land you control becomes that type until end of turn.
"This feels a little more like home."
Defender (This creature can't attack.)
: This creature loses defender until end of turn.
: Untap target permanent.
Choose a card name. Target player reveals cards from the top of their library until a card with that name is revealed. If it is, that player puts the rest of the revealed cards into their graveyard and puts the card with the chosen name on top of their library. Otherwise, the player shuffles.
When this creature enters, put target creature on top of its owner's library.
"I crept up on him, quiet as a guttermouse. And then suddenly I found myself facedown in a latrine pit behind Tin Street Market."
—Sirislav, Dimir spy
, : Target player mills two cards.
Their denial reaches far into your future.
Flying
Players play with the top card of their libraries revealed.
"Be careful what information you ask them to find, for it will likely be the subject of tale time at the alehouse."
—Sirislav, Dimir spy
When this creature blocks, return it to its owner's hand.
A spiteful force exists on Ravnica that binds these ghosts to the land of the living but forbids them to touch it.
Noncreature spells you cast cost less to cast.
Whenever you cast a noncreature spell, counter that spell unless you sacrifice a creature.
Destroy target creature that isn't enchanted. It can't be regenerated.
Transmute (, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Pay 1 life: This creature gets +2/-1 until end of turn.
They chase tirelessly after the bone-carts that speed along the streets of the Plague Quarter.
Enchant creature
Enchanted creature gets -4/-1.
There's an experience worse than blindness—it's the certainty that your vision is perfect and the horror that there's no world around you to see.
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
Greatness, at any cost.
Target creature gets -1/-1 until end of turn.
Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
Sacrifice a creature: Regenerate this creature.
Transmute (, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Look at the top three cards of target player's library. Exile any number of those cards, then put the rest back in any order.
Transmute (, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Destroy target creature with mana value X.
"We thought we found the victim's clothes lumped in the street. As it turned out, it was the victim, insides sucked out—just a sack of skin and robes."
—Agrus Kos
Each player returns all creature cards from their graveyard to their hand.
When the dead are laid to rest in Ravnica, it's usually just a nap.
When this creature dies, put target creature card from your graveyard on top of your library.
Dredge 4 (If you would draw a card, you may mill four cards instead. If you do, return this card from your graveyard to your hand.)
, : Destroy target land. If that land was nonbasic, untap this creature.
Sometimes you go to hell, and sometimes hell comes to you.
Destroy six target creatures.
When killing five just isn't enough.
Trample
When this creature enters, target opponent creates two 3/3 green Centaur creature tokens with protection from black.
When this creature dies, target player loses 2 life.
"Lost man, dead man, knocking on the door. Cankerman, soreman, knock no more."
—Ravnican children's rhyme
Flying
When this creature enters, target creature gets -2/-2 until end of turn.
Her cold wail echoes in the alleys and under-eaves, finding the unfortunate and turning their blood to ice.
Target creature gets -3/-3 until end of turn.
"Allow me a moment to catch your breath."
When this creature enters, return target creature card of an opponent's choice from your graveyard to your hand.
When he reaches for his key ring, you should be running for the exit.
Look at the top five cards of your library. For each card, put that card into your graveyard unless you pay 2 life. Then put the rest into your hand.
At every fifth full moon, the Moon Market convenes to peddle Ravnica's most forbidden wares.
: All creatures able to block this creature this turn do so.
Mortipede pheromones choke the streets with sickly sweetness, luring the rash and unwary into its waiting jaws.
Enchant creature
Whenever enchanted creature deals combat damage to a player, you may return target creature card from your graveyard to your hand.
At the beginning of your upkeep, put a +1/+1 counter on this creature.
At the beginning of your end step, destroy each creature with mana value equal to the number of +1/+1 counters on this creature.
Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
When this creature enters, each opponent loses 1 life for each creature they control.
Transmute (, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Target player reveals their hand. You choose a card from it. That player discards that card.
Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
Ribbons of Night deals 4 damage to target creature and you gain 4 life. If was spent to cast this spell, draw a card.
"My favorite meal is angel's flesh, slain in agony and iced with black vinegar."
—Aszala of House Dimir
: This creature gains flying until end of turn.
No heartbeat to hear, no greed to bribe, no fear of death.
When this creature dies, each player puts a card from their hand on top of their library.
"Don't worry. I know the drill."
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Sacrifice this creature: Exile target card from a graveyard.
They hardly have form, dripping through pipe and grate with the slip and stench of flowing sewage.
Exile up to four target cards from a single graveyard.
Transmute (, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Until end of turn, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Exile Sins of the Past.
Flying
Whenever this creature deals combat damage to a creature, destroy that creature.
Dredge 5 (If you would draw a card, you may mill five cards instead. If you do, return this card from your graveyard to your hand.)
Enchant creature
When this Aura enters, target player discards two cards.
: Regenerate enchanted creature.
"Why limit yourself to mortal law when you can outlive those who enforce it?"
—Czaric, Orzhov prelate
, Sacrifice a creature: Look at the top two cards of target opponent's library, then exile one of them.
"Once the brew gets the brains nice and pickled, they're a lot easier to pick through."
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
: This creature gets +1/+1 until end of turn.
"Officially, there's nothing under that bridge to hunt . . . . Unofficially, my torchers are too terrified to go there after nightfall."
—Agrus Kos
Return target creature card from your graveyard to the battlefield. If was spent to cast this spell, that creature enters with an additional +1/+1 counter on it.
After fear and weakness rot away, that which remains is stronger than its living form.
When this creature enters, sacrifice a creature.
This creature can't be blocked by Saprolings.
Many minds, a single madness.
Flying
At the beginning of each player's upkeep, that player sacrifices a creature of their choice. If the player can't, sacrifice this creature.
Each soul he devours adds its hunger to his own.
, Sacrifice this creature: Destroy target land.
"Riftcutters are suicidal anarchists, waving those lightning axes around so much that the walls are as likely to fall as their foes."
—Heruj, Selesnya initiate
, Sacrifice this enchantment: It deals 3 damage to each tapped creature and each player.
Vendors hung cords heavy with roots and laid out boxes of salted meat, unaware of the fiery disaster swiftly approaching.
Enchant creature you control
When enchanted creature deals combat damage to a player, sacrifice it and attach this Aura to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
Char deals 4 damage to any target and 2 damage to you.
Izzet mages often acquire their magic reagents from dubious sources, so the potency of their spells is never predictable.
Radiance — Cleansing Beam deals 2 damage to target creature and each other creature that shares a color with it.
"Justice is toothless without punishment. Righteousness cannot succeed without the suffering of the guilty."
—Razia
Whenever this creature is dealt damage, it deals that much damage to each player.
Nothing stops industry in Ravnica—certainly not the safety of its workers.
Dogpile deals damage to any target equal to the number of attacking creatures you control.
There is no shelter from this storm, its rain of fists, or the thunderous cackles of bloodlust.