When this enchantment enters, exile target creature an opponent controls with mana value 3 or less.
When this enchantment leaves the battlefield, target opponent creates a 3/3 green Dinosaur creature token with trample.
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield.
Whenever this creature attacks, target Vampire gets +X/+X until end of turn, where X is the power of the exiled card.
Exile target creature with power greater than or equal to your life total.
"No shadow remains for you to hide in."
—Caparocti Sunborn
Choose one —
• Destroy target Vampire.
• Destroy target enchantment.
"The sun creates, sustains, and consumes so it can create again."
—Caparocti Sunborn
Destroy target attacking or blocking creature.
Cunning warriors and dim-witted beasts alike fall under the church's harsh judgment.
Prevent all combat damage that would be dealt to this creature.
"Undefeated in battle, she is the shining future our empire deserves."
—Huatli
Flying
"We have come at last to this holiest of holy places. What was stolen from us long ago is ours once again."
This creature doesn't untap during your untap step.
Whenever you gain life, untap this creature.
Loyal to his queen, slave to his thirst.
When this creature enters, you may search your library for a Vampire card, reveal it, then shuffle and put that card on top.
Whenever another Vampire you control enters, target creature gets +1/+1 until end of turn.
Enrage — Whenever this creature is dealt damage, you gain 2 life.
"The music of blades against its silver armor merely inspires it to bellow more full-throated melodies."
—Huatli
When this creature enters, you may search your library for any number of cards named Legion Conquistador, reveal them, put them into your hand, then shuffle.
The Legion of Dusk sailed from Torrezon in search of glory, riches, and the Immortal Sun.
Enchant creature
Enchanted creature can't attack or block.
"Your part in this fight is done, vampire. Get used to your thirst."
Flying
Whenever this creature attacks, another target Dinosaur you control gains flying until end of turn.
"Its rise is like the sun's, a beautiful beginning. Its descent is like the sun's, a frightful ending."
—Huatli
When this creature dies, create a 1/1 white Vampire creature token with lifelink.
"Should I fall, take up our standard and carry on. The Legion must always prevail."
Target creature gets +2/+2 until end of turn. You gain 2 life.
"The time of salvation is at hand. Dusk washes over the world, and the Legion will rise immortal!"
At the beginning of each upkeep, if you lost life last turn, put a +1/+1 counter on this creature.
When this creature dies, you gain life equal to its toughness.
For every wound there is a blessing; for every death, a reckoning.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Creatures you control get +1/+1 until end of turn. If you have the city's blessing, those creatures get +2/+2 until end of turn instead.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
The abundance of foes in Orazca means the raptors no longer need any orders.
When this creature enters, put a +1/+1 counter on another target Vampire you control.
For the Legion of Dusk, the Immortal Sun is a source of eternal life. When they reclaim it, they will no longer be forced to subsist on the blood of the wicked.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
This creature has flying as long as you have the city's blessing.
"I was born to glory."
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
"Cut the beasts out from under them and their strength is nothing."
—Vona of Iedo, Butcher of Magan
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
This creature gets +3/+0 as long as you have the city's blessing.
They're fun to train—if you like stubborn, aggressive, and fiercely territorial.
Each opponent can't cast instant or sorcery spells during that player's next turn.
"Be still."
—Azor
Enchant creature
Enchanted creature gets +1/+1 and has lifelink.
When this Aura enters, create a 1/1 white Vampire creature token with lifelink.
Vigilance (Attacking doesn't cause this creature to tap.)
"I will not sleep until Orazca is ours once more."
Flying
This creature has vigilance as long as you control another Dinosaur.
"Pterodons tolerate no intrusion into their skies. Even the clouds must ask permission."
—Mahuiz, Sun Empire archer
If a source would deal damage to another Dinosaur you control, prevent all but 1 of that damage.
"Kinjalli sculpted humans from clay, but the dinosaurs were carved from unyielding stone."
—Itzama the Crested
Enrage — Whenever this creature is dealt damage, exile target creature an opponent controls until this creature leaves the battlefield.
"I would advise you not to struggle."
—Huatli
Flying, double strike, vigilance, trample, indestructible
The sky takes flight and the earth trembles.
Raid — If you attacked this turn, you may pay rather than pay this spell's mana cost.
Counter target spell.
"Damn the cannons, mates. Charge!"
When this enchantment enters, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.)
: Target Merfolk can't be blocked this turn.
Flash
When this creature enters, each token that would be created under an opponent's control this turn is created under your control instead.
Possession is eleven-tenths of the pirate code.
This spell has flash as long as you control a Merfolk.
Return target creature to its owner's hand.
Draw a card.
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."
At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice this Aura.
Raid — When this creature enters, if you attacked this turn, you may return target creature to its owner's hand.
"Up you go, you soggy rat."
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Return target nonland permanent to its owner's hand. If you have the city's blessing, you may put that permanent on top of its owner's library instead.
Return target instant or sorcery card from your graveyard to your hand. Exile Flood of Recollection.
Jace tumbled down the waterfall and plunged deep into his past.
Counter target creature spell. You create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Being a merciful pirate, she saved the vampire's gold from falling overboard.
When this enchantment enters, target player exiles all cards from their hand face down, then draws that many cards.
When this enchantment is put into a graveyard from the battlefield, return the exiled cards to their owner's hand.
This creature has flying as long as it's attacking.
"Why perch in the crow's nest when I can fly like the crows?"
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your upkeep, each player draws a card. If you have the city's blessing, instead only you draw a card.
This creature can't be blocked.
With matchless stealth, the River Heralds fought a running battle against the three enemy forces.
Counter target noncreature spell.
"As one, nature lifts its voice to tell you this: 'No.'"
This spell can't be countered.
You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
Exile target nonland permanent. For as long as that card remains exiled, its owner may cast it without paying its mana cost.
"Here and gone like a fleeting breeze."
This creature can't be blocked by Dinosaurs.
"Don't make splashes. Make progress."
—Tishana
When this creature enters, draw three cards, then put two cards from your hand on top of your library in any order.
"Time flows as the rivers do, toward an unknown sea. The wise know to look downstream."
When this creature enters, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
The rising tide of Orazca's plunder lifted all ships.
Flash
Enchant creature
Enchanted creature gets +0/+2 as long as it's a Pirate. Otherwise, it gets -2/-0.
"When the waves pick up, either you find your feet or you lose your lunch."
Whenever a Merfolk you control deals combat damage to a player, draw a card.
Where the light falls dim and blue on broken ships, secrets lie unclaimed.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Draw two cards. If you have the city's blessing, draw three cards instead.
Stolen knowledge can never be stolen back.
As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay .
When this creature enters, draw a card.
"If you keep to the shallows, you'll never learn the secrets of the depths."
Raid — This spell costs less to cast if you attacked this turn.
Flying
"Prepare to be boarded."
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
As long as you have the city's blessing, this creature has hexproof and can't be blocked.
"I'd rather be caught red-handed than leave empty-handed!"
Flying
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
With Kumena in control of the Immortal Sun, the rapids rose from their riverbeds and the waterfalls took flight.
Flying
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
This creature gets +1/+1 as long as you have the city's blessing.
For the River Heralds, the Immortal Sun is an object of terror and devastation. The idea that anyone would retrieve it for their own use is utterly abhorrent.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
, , Put this creature on the bottom of its owner's library: Take an extra turn after this one. Activate only if you have the city's blessing.
Flying
Whenever this creature attacks, target creature defending player controls loses all abilities and has base power and toughness 0/1 until end of turn.