Tremor deals 1 damage to each creature without flying.
One little goblin shook up the ground. When the dust cleared, no one was found.
Flying, haste
Speed and fire are always a deadly combination.
Volcanic Hammer deals 3 damage to any target.
Fire finds its form in the heat of the forge.
All creatures able to block target creature this turn do so.
No earthly armor is protection against this sweetness.
In its lair lies a carpet of bones.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Stay alert: his lumbering may shake the ground itself, but in water, he glides.
"And the unclean spirits went out, and entered the swine: and the herd ran violently . . . ."
—The Bible, Mark 5:13
They were formidable even before they learned the use of weapons.
Don't worry about provoking grizzly bears; they come that way.
You may have this creature assign its combat damage as though it weren't blocked.
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
Rarely seen, hardly heard, never caught.
Target creature gets +4/+4 until end of turn.
The nightstalkers' little game of tease-the-squirrel suddenly took an unexpected turn.
Flying
"I am that merry wanderer of the night."
—William Shakespeare,
A Midsummer Night's Dream
Target player gains 8 life.
The dying ask for water because they know it contains life.
Green creatures you control gain forestwalk until end of turn. (They can't be blocked as long as defending player controls a Forest.)
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Every seed planted is another lesson the forest can teach us.
Reach (This creature can block creatures with flying.)
"'Air superiority?' Not while our archers scan the skies."
—Elvish scout
Some trees bear deadly fruit.
You may have this creature assign its combat damage as though it weren't blocked.
Shuffle any number of target creature cards from your graveyard into your library.
Death just encourages life the more.
His true majesty is not in his silver, but in his size.
Neither predator nor prey, the elephant chooses its place in the battle.
Squall deals 2 damage to each creature with flying.
"To-night the winds begin to rise . . . The rooks are blown about the skies . . . ."
—Alfred, Lord Tennyson, In Memoriam
You may play up to three additional lands this turn.
Summer sends its kiss with warmth and blooming life.
Whenever this creature becomes blocked by a creature, destroy that creature.
Sylvan Yeti's power is equal to the number of cards in your hand.
The deeper the wood, the greater its strength.
You may have this creature assign its combat damage as though it weren't blocked.
Search your library for a basic land card, put that card onto the battlefield, then shuffle.
It's hard to say for certain which end is more dangerous.
Destroy all creatures with flying.
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
It has the run of the swamps, and it knows it.
The forest lives in the elf as the elf lives in the forest.
When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)
(: Add .)