Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Whenever this creature attacks, you may pay . If you do, create X 1/1 red Elemental creature tokens that are tapped and attacking. At the beginning of the next end step, exile those tokens unless you have the city's blessing.
Target creature gets +1/+1 until end of turn.
Draw a card.
"Our lives, our homes, and all our history are at risk. Do not speak to me of peace."
Enrage — Whenever this creature is dealt damage, untap target permanent.
When a cacophodon is angry, the whole jungle knows.
When this creature dies, you may cast Dinosaur spells this turn as though they had flash, and whenever you cast a Dinosaur spell this turn, it gains "When this creature enters, you may have it fight another target creature."
Despite its appearance, it's anything but defenseless.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
"Remember when it was the most terrifying thing you'd ever seen?"
—Captain Lannery Storm
Trample
When this creature enters, create a 3/3 green Dinosaur creature token with trample.
"Our survival, like theirs, depends on our ability to work together."
—Huatli, to Tishana
Whenever another Merfolk you control enters, put a +1/+1 counter on target Merfolk you control.
"You think I stand alone? I have the forest at my call, the waters at my back. I outnumber you."
Target creature you control 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 the creature, then put the card back or put it into your graveyard.)
You may play an additional land this turn.
When this creature enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top.
Whenever another Merfolk you control enters, put a +1/+1 counter on this creature.
This spell costs less to cast, where X is the total power of creatures you control.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
The earth walks, strongest of all.
This creature can't be blocked by creatures with power 2 or less.
"The only gold I need is the sheltering shimmer of the trees."
During your turn, this creature gets +0/+2.
For the Sun Empire, the Immortal Sun is a symbol of national identity. When they reclaim it, the Empire will flourish once more.
Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)
"Death lizard approaching, cap'n!"
—Brint Doobin, last words
When this creature enters, put a +1/+1 counter on another target Merfolk you control.
"Sisora wore this, who defeated the tyrant of Azcanta, and before her Natena of Vuhana's band. May it bring you their strength."
When this creature enters, target creature gets +2/+2 until end of turn.
"A blade is not fully forged until it is given."
When this creature enters, it explores, then it explores again. (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. Then repeat this process.)
When this creature enters, create a 1/1 blue Merfolk creature token with hexproof. (It can't be the target of spells or abilities your opponents control.)
"We fought so long to hide this place. Let us be first to learn its wonders!"
Dinosaur spells you cast cost less to cast.
"My whisper becomes a thousand roars."
Destroy target artifact or enchantment.
"Better to let the sword go than to lose the arm with it."
—Captain Lannery Storm
The frillbacks of Orazca soak up the sun on their tall spinal fins. They look slow and sleepy—until they catch the scent of prey.
Enrage — Whenever this creature is dealt damage, create a 1/1 green Saproling creature token.
It embodies the riotous growth of the jungle, where creatures crowd upon creatures, where roots sprawl and vines swarm.
Whenever a creature you control enters, 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 the creature, then put the card back or put it into your graveyard.)
Destroy target creature with flying.
"Still, the pterodon chasing the clouds from its skies must bow to the great forest below."
—Mahuiz, Sun Empire archer
Enrage — Whenever this creature is dealt damage, create a token that's a copy of this creature.
An innumerable pack is concealed in a single reflection.
Put two +1/+1 counters on each creature you control.
The pack that ambushes, eviscerates, and devours together stays together.
Flash
When this creature enters, target Merfolk you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
A warning shout would take too long.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
, Sacrifice this creature: Destroy target artifact or enchantment.
It cares more about preserving the herd's territory than about preserving itself.
As an additional cost to cast this spell, reveal a Dinosaur card from your hand or pay .
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
The herds follow as new growth arises.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
You may play an additional land on each of your turns.
This creature can't attack or block unless you have the city's blessing.
Whenever this creature attacks, you may mill three cards.
When this creature dies, return all land cards from your graveyard to the battlefield tapped.
"The Great River will not be tamed."
[+1]: Each opponent discards a card and loses 2 life.
[−3]: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has mana value 3 or less.
[−8]: Each opponent loses life equal to the number of cards in their graveyard.
: Add one mana of any color.
Sacrifice this creature: Return target Dinosaur card from your graveyard to your hand.
Streams of gold and bright feathers flash in the orb, visions of past and future.
Flying
When Azor enters, each opponent can't cast instant or sorcery spells during that player's next turn.
Whenever Azor attacks, you may pay . If you do, you gain X life and draw X cards.
Deathtouch
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Whenever this creature deals combat damage to a player, if you have the city's blessing, draw a card.
Attacking Pirates you control get +2/+0.
The buccaneers scaled the sides of buildings as easily as they boarded enemy ships.
Lifelink
Whenever another creature dies, put a +1/+1 counter on Elenda.
When Elenda dies, create X 1/1 white Vampire creature tokens with lifelink, where X is Elenda's power.
Her centuries-long search is ended.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.
Hadana seeks power in the service of peace.
(Transforms from Hadana's Climb.)
: Add one mana of any color.
, : Target creature you control gains flying and gets +X/+X until end of turn, where X is its power.
[+1]: Put a loyalty counter on Huatli for each creature you control.
[−1]: Target creature gets +X/+X until end of turn, where X is the number of creatures you control.
[−8]: You get an emblem with "Whenever a creature you control enters, you may draw a card."
Enchant creature you control
When enchanted creature dies, return it to the battlefield under your control, then return this card to the battlefield transformed under your control.
Every journey has its inevitable end . . .
(Transforms from Journey to Eternity.)
: Add one mana of any color.
, : Return target creature card from your graveyard to the battlefield.
. . . but every end is a new beginning.
: Return this card from your graveyard to your hand.
"You cannot kill it, not for long. It ripens where the ground is soaked with the blood of the slaughtered."
—Atiuru, priest of the Verdant Sun
Tap another untapped Merfolk you control: Kumena can't be blocked this turn.
Tap three untapped Merfolk you control: Draw a card.
Tap five untapped Merfolk you control: Put a +1/+1 counter on each Merfolk you control.
Other Vampires you control get +1/+1.
"We long ago abandoned the things that make humans weak: friendship, marriage, family. All that remains is the strength of our devotion."
Other Merfolk you control get +1/+1.
"The mist clothes us when we are bare, hides us when we are alone, and unites us when we are together."
—Nirit of Pashona's band
When Path of Mettle enters, it deals 1 damage to each creature that doesn't have first strike, double strike, vigilance, or haste.
Whenever you attack with at least two creatures that have first strike, double strike, vigilance, and/or haste, transform Path of Mettle.
(Transforms from Path of Mettle.)
: Add one mana of any color.
, : Metzali deals 2 damage to each opponent.
, : Choose a creature at random that attacked this turn. Destroy that creature.
: Exile target creature. Then if there are three or more cards exiled with Profane Procession, transform it.
Vona sought a conqueror. Mavren sought a savior. Both found what they sought . . .
(Transforms from Profane Procession.)
: Add one mana of any color.
, : Put a creature card exiled with this permanent onto the battlefield under your control.
. . . resting in the splendor of the dead.
Raid — If you attacked this turn, you may have this creature enter as a copy of any creature on the battlefield.
Imitation is the sincerest form of piracy.
Whenever this creature attacks, it deals 1 damage to any target.
Its breath is a gale. Its roar is a volcano. Its anger tears soul from flesh.
Vigilance
This creature attacks or blocks each combat if able.
As the battle for Orazca unfolded, the contenders discovered that others had already staked a claim.
Flying
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Whenever this creature attacks, if you have the city's blessing, put a +1/+1 counter on it.
Enrage — Whenever this creature is dealt damage, put two +1/+1 counters on it. (It must survive the damage to get the counters.)
To a siegehorn, there is no such thing as a dead end.
Haste
This creature can't be blocked.
"Charge like a red-hot cannonball straight to your target. You slow down, you sink."
—Captain Lannery Storm
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
At the beginning of your end step, if you control five or more artifacts, transform Storm the Vault.
(Transforms from Storm the Vault.)
: Add one mana of any color.
: Add for each artifact you control.
Swimming in coins proved harder than they'd hoped, but dancing was a jingling delight.
Vigilance, reach, trample
When Zacama enters, if you cast it, untap all lands you control.
: Zacama deals 3 damage to target creature.
: Destroy target artifact or enchantment.
: You gain 3 life.
Awakened Amalgam's power and toughness are each equal to the number of differently named lands you control.
"The fools have done it."
—Tishana
, : Draw a card, then exile a card from your hand. If cards with five or more different mana values are exiled with Azor's Gateway, you gain 5 life, untap Azor's Gateway, and transform it.
(Transforms from Azor's Gateway.)
: Add X mana of any one color, where X is your life total.
As soon as Jace laid eyes on the great sphinx's chamber, the shards of memory began sliding into place.
Equipped creature gets +2/+0, has menace, and is a Pirate in addition to its other creature types.
Whenever this Equipment becomes unattached from a permanent, destroy that permanent.
Equip
Defender
When this creature dies, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
"Gold without freedom might as well be lead."
—Angrath
Defender
: This creature fights another target creature you control. When this creature dies this turn, return it to the battlefield transformed under your control.
(Transforms from Golden Guardian.)
: Add two mana of any one color.
, : Create a 4/4 colorless Golem artifact creature token.
An army of living gold for the golden city.
Players can't activate planeswalkers' loyalty abilities.
At the beginning of your draw step, draw an additional card.
Spells you cast cost less to cast.
Creatures you control get +1/+1.