Enchant creature
You control enchanted creature.
At the beginning of your end step, if enchanted creature's power is 4 or greater, sacrifice this Aura.
Flying
This creature enters tapped.
This creature doesn't untap during your untap step.
Whenever you become the target of a spell, you may untap this creature.
Enchant creature
Enchanted creature gets +3/+3 and has flying.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-3
2/4
, : Copy target instant or sorcery spell. You may choose new targets for the copy.
LEVEL 4+
2/5
, : Copy target instant or sorcery spell twice. You may choose new targets for the copies.
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature gets +1/+1.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-2
0/1
: Draw a card, then discard a card.
LEVEL 3+
0/1
: Draw a card.
Target creature gets -1/-0 until end of turn.
Draw a card.
"To distract an archmage would take incredible power. But for a simpleton, something sparkly will do."
—Noyan Dar, Tazeem lullmage
Flying
: Creatures you control gain flying until end of turn.
"We thought Zendikar's rage was kindled by its explorers and plunderers. But the world had sensed the stirrings of the Eldrazi."
—The Invokers' Tales
Creatures with flying get +2/+0.
Creatures without flying get -2/-0.
As they awakened, the Eldrazi reasserted their mastery over all of Zendikar's natural forces.
Defender, flying
Prevent all combat damage that would be dealt to this creature.
It lingers near the outposts of the Makindi Trenches, inadvertently granting another layer of defense.
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-2
2/2
This creature can't be blocked.
LEVEL 3+
3/3
Shroud (This creature can't be the target of spells or abilities.)
This creature can't be blocked.
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-4
0/6
LEVEL 5+
6/6
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
"Yeah, they've got a lot of meat. The only downside to eating 'em is that you often find human bones and body parts inside."
—Jaby, Silundi Sea nomad
Counter target spell. Look at its controller's hand.
"It's good to learn from your failures, but I prefer to learn from the failures of others."
—Jace Beleren
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 4-6
2/4
LEVEL 7+
3/5
At the beginning of each end step, if it's not your turn, take an extra turn after this one.
When this creature enters, look at the top card of target player's library.
"The structure gets bigger every hour, with hedrons coalescing even deep under the surface. If I could only get inside . . . ."
Flying
Whenever this creature attacks or blocks, untap target permanent.
"Emeria is a pleasant lie, a figment to hide Emrakul's hideous face. I can only hope to uncover a truth that lies deeper still."
Defender
When this creature enters, you may return target instant or sorcery card from your graveyard to your hand.
"I'd build an entire fortress of them if I could."
—Mzali, Lighthouse archmage
Enchant creature
At the beginning of each upkeep, if enchanted creature is untapped, tap it.
"It's so cute when it's sleeping, isn't it? Actually, it's still as abhorrent as ever, but at least it's not trying to kill us."
—Noyan Dar, Tazeem lullmage
Defender
When this creature becomes the target of a spell or ability, sacrifice it.
Create an illusion so strong that it becomes another's reality, and you can become the master of all.
Choose one —
• Tap X target permanents.
• Untap X target permanents.
From the moment the first Eldrazi spawn squirmed free, everything on Zendikar took on an adjusted meaning, a new slant toward or away from the waking giants.
Draw cards equal to the number of cards in target opponent's hand.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Return target permanent to its owner's hand.
"Never look too deep, where the waters turn dark. What the sea has hidden there may not stay down forever."
—Jaby, Silundi Sea nomad
Whenever another creature you control enters, you may have this creature become a copy of that creature until end of turn. (If it does, it loses this ability for the rest of the turn.)
To truly know a creature, slither a mile in its tentacles.
When this creature enters, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
"The secret entrance should be near."
Draw two cards, then shuffle a card from your hand into your library.
Ancient lore locked in a mind driven mad is just as safe as when it was locked deep underground.
As an additional cost to cast this spell, tap four untapped creatures you control.
Draw three cards.
Riches must be divided, but real wealth can be shared.
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-2
2/2
Flying
LEVEL 3+
4/2
Flying
Flying
: Draw a card, then put a +1/+1 counter on this creature.
"A riddle is nothing more than a trap for small minds, baited with the promise of understanding."
Whenever you cast an instant or sorcery spell, you may put a charge counter on this creature.
Whenever this creature deals combat damage to a player, you may draw X cards, where X is the number of charge counters on it.
Activated abilities of creatures you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
Under the master's eye, skills are honed sharper and spells cut deeper.
Counter target spell if you control more creatures than that spell's controller.
"We're glad to be of service—to be an audience to your failure."
—Maizah Shere, Tazeem lullmage
When this creature enters, put two level counters on each creature you control with level up.
"The unfathomable is upon us, students. I have no doubt you will rise to the occasion."
Whenever this creature blocks or becomes blocked by a creature with power 1 or less, destroy this creature at end of combat.
"I would rather take my own head than be thwarted by a presumptuous wretch with a shield and a dream."
When this creature enters, you may destroy target creature with power 1 or less.
Fast and lethal, with a penchant for the weak and infirm.
At the beginning of your end step, you may reveal the top card of your library. If you do, each opponent loses life equal to that card's mana value.
"Ah, again it does not bode well for you."
: Target player loses 3 life and you gain 3 life.
"The brood lineages unfolded across the world, each patterned after one of three progenitors, each a study in mindless consumption."
—The Invokers' Tales
Sacrifice a creature: This creature gets +2/+2 until end of turn.
Some humans willingly offered up their blood, hoping it would grant the vampire families the strength to stave off the Eldrazi.
Flying
When this creature enters, you may return target creature card from your graveyard to your hand.
The mouth must be pried open before rigor mortis sets in. Otherwise the returning soul can find no ingress.
Destroy each creature with mana value 3 or less. They can't be regenerated.
"Why does it destroy? It does, and to talk of reasons wastes time and breath."
—Nirthu, lone missionary
Target player sacrifices a creature of their choice. You gain life equal to that creature's toughness.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Enchant land
Enchanted land is a Swamp.
Whenever enchanted land becomes tapped, its controller loses 2 life.
"The Na Plateau is lost. Do not ask what happened, and never return there."
—Nirthu, lone missionary
Destroy target nonblack creature. Create two 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this token: Add ."
As this enchantment enters, choose a color.
Whenever a player casts a spell of the chosen color, that player loses 1 life.
"We must all push through the pain to heal our world."
—Ayli, Kamsa cleric
Sacrifice this creature: Target player loses 1 life and you gain 1 life.
Death inevitably seduces all who study it.
Enchant creature you control
Enchanted creature gets +3/+3.
At the beginning of your upkeep, sacrifice a creature.
"Morality is just shorthand for the constraints of being powerless."
—Ob Nixilis
Flying
: Target creature gets -0/-X until end of turn and Drana gets +X/+0 until end of turn.
"If our former masters would have us kneel again, they shall feel our defiance slashed across their membranes."
When this creature enters, create two 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this token: Add ."
Each Eldrazi ancient spawned a lineage of horrors in unfathomable shapes.
Lifelink
Whenever this creature blocks or becomes blocked, it gets +5/+0 until end of turn.
Left masterless by Kozilek, it wandered the wilds, raving in its ceaseless hunger.
Target player loses 3 life. You gain 3 life and create three 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this token: Add ."
Eldrazi grow wherever something else dies.
Flying
Scavengers both mundane and magical follow in its wake, feeding on the scraps of flesh and spirit it leaves behind.
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-3
2/2
, : Target creature gets -2/-2 until end of turn.
LEVEL 4+
4/4
, : Target creature gets -4/-4 until end of turn.
Flying
Whenever this creature deals combat damage to a player, sacrifice all other permanents you control and discard your hand. Exile the top six cards of your library. You may cast any number of spells from among cards exiled this way without paying their mana costs.
As an additional cost to cast this spell, reveal a creature card from your hand.
Target creature gets -X/-X until end of turn, where X is the revealed card's mana value.
All the angel saw was her doom.
Target player reveals their hand. You choose a nonland card from it with mana value 3 or less. That player discards that card.
You will scream out your innermost secrets just to make it stop.
Last Kiss deals 2 damage to target creature and you gain 2 life.
"Romanticize it, glamorize it, call it what you will. To me, it will always be carnal, bloody murder."
—Ayli, Kamsa cleric
Whenever a player sacrifices a creature, you may put a +1/+1 counter on this creature.
To the soldier, war is famine; to the scavenger, a feast.
Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)
Draw a card.
"To evade the brood lineages, one must be made dark to all the senses."
—Traga, Zulaport runner
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-2
4/3
Deathtouch
LEVEL 3+
5/4
First strike, deathtouch
Whenever you tap a Swamp for mana, add an additional .
: This creature gets +1/+1 until end of turn.
Hate is an everlasting wellspring from which it is eternally sustained.