Enchant creature
Enchanted creature gets +3/+3 as long as it's a Zombie. Otherwise, it gets -3/-3.
The hand of death recognizes its own.
: Target creature gets -1/-1 until end of turn. Put a +1/+1 counter on this creature.
Silent as fog and relentless as plague, it is wet, creeping death.
Flying
When this creature dies, all creatures get -1/-1 until end of turn.
Infested with vermin, ever hungering, dropping from night's sky.
Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, all creatures get -2/-2 until end of turn.
Enchant creature
Enchanted creature gets +1/+0 and has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
When a creature with mana value 6 or greater enters, you may return this card from your graveyard to the battlefield attached to that creature.
Enchant creature
When enchanted creature is turned face up, destroy it. It can't be regenerated.
"You wear that shell as a mask. Now it's your coffin."
—Cabal cleric
Target player loses life equal to the damage already dealt to that player this turn.
The pain of a lifetime—every scrape, illness, and bruise—condensed into a single moment.
Whenever a creature enters, destroy it.
: Destroy this enchantment. You skip your next turn. Any player may activate this ability.
The vapors infiltrate every crevice, poison every lung, and snuff out every life.
Enchant creature
At the beginning of the end step of enchanted creature's controller, that player sacrifices that creature.
"Looks bad. I don't know if he'll make it through the night."
—Cabal cleric
Whenever this creature attacks, up to five target creatures each get -1/-1 until end of turn.
Where the nefashu pass, blood rolls like a silk carpet.
Morph—Discard a Zombie card. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
It eagerly gobbles up bits of its own rotting flesh as they fall to the swampy ground.
Return target creature card from your graveyard to your hand.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
As an additional cost to cast this spell, sacrifice a creature.
Draw two cards.
"Finally, a use for that head of yours."
—Braids, dementia summoner
Flying
Whenever a creature dealt damage by this creature this turn dies, return that card to the battlefield under your control.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Target player loses 2 life and you gain 2 life.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Swampcycling (, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
Target player discards two cards.
Cycling (, Discard this card: Draw a card.)
Cabal initiates enter training full of hopes and fears. They graduate with neither.
Zombie spells you cast cost less to cast.
Zombie creatures you control get +2/+1.
It has the strength of seven men. In fact, it used to be seven men.
Pay 3 life: Put a +1/+1 counter on target creature.
The symbols are spread throughout Aphetto, marking sites where minions of the Raven Guild and the Cabal can seek refuge.
Whenever this creature or another Zombie dies, each opponent loses 1 life.
Those who don't learn from their deaths are destined to repeat them.
Morph—Pay 5 life. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
The single-mindedness of a zombie, the cunning of an assassin.
Whenever a permanent is turned face up, this creature deals 1 damage to any target.
Barbarians weave its spurs into ceremonial charms to proclaim their hardiness in battle.
Carbonize deals 3 damage to any target. If it's a creature, it can't be regenerated this turn, and if it would die this turn, exile it instead.
: This creature gets +1/+0 until end of turn.
Mountaincycling (, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
Exile all artifacts, creatures, and lands from the battlefield, all cards from all graveyards, and all cards from all hands.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, destroy all lands.
Enchant creature
Enchanted creature has haste.
: Enchanted creature gets +1/+0 until end of turn.
When a creature with mana value 6 or greater enters, you may return this card from your graveyard to the battlefield attached to that creature.
Flying
Whenever this creature deals combat damage to a player, each player discards their hand, then draws seven cards.
"You'll bend to my will—with or without your precious sanity."
Flying, trample
Double strike (This creature deals both first-strike and regular combat damage.)
At the beginning of your upkeep, sacrifice this creature unless you pay .
: This creature gets +1/+0 until end of turn.
Dragon spells you cast cost less to cast.
"We speak the dragons' language of flame and rage. They speak our language of fury and honor. Together we shall weave a tale of destruction without equal."
Search your library for a Dragon permanent card, put it onto the battlefield, then shuffle.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Target creature gets +X/+0 until end of turn.
"You wouldn't like me when I'm angry."
Enchant creature
Whenever enchanted creature attacks, it deals 2 damage to any target.
"Perhaps extra heads would have served them better."
—Foothill guide
At the beginning of your upkeep, this enchantment deals 5 damage to any target.
At the beginning of each end step, your life total becomes 5.
Creatures without flying can't attack you.
This creature attacks each combat if able.
After the Skirk Ridge collapsed, the goblins erected a system of ropes and pulleys to hold up what was left.
Whenever this creature attacks or blocks, flip a coin. If you lose the flip, the next time it would deal combat damage this turn, it deals that damage to you instead.
The destruction he causes is nothing next to the chaos in his mind.
Goblin War Strike deals damage to target player or planeswalker equal to the number of Goblins you control.
"Fire, aim, ready!"
Goblin spells you cast cost less to cast.
Goblins you control have haste.
They poured from the Skirk Ridge like lava, burning and devouring everything in their path.
Whenever a spell or ability is put onto the stack, if it has a single target, reselect its target at random. (Select from among all legal targets.)
When the world is consumed by chaos, the skilled and the foolish are on equal footing.
Target player sacrifices a permanent of their choice.
Only when the anger passed did Varv realize he had burned down his home, destroyed his weapons, and killed his friend Furt.
Whenever a player casts a spell with mana value 3 or less, this enchantment deals 2 damage to that player.
You can't cast Rock Jockey if you've played a land this turn.
You can't play lands if this creature was cast this turn.
Goblins don't know much about physics, but they know lots about falling and rocks.
Scattershot deals 1 damage to target creature.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
When this creature enters, create three 1/1 red Goblin creature tokens.
, Sacrifice a Goblin: This creature deals 2 damage to any target.
Morph—Sacrifice two Mountains. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, it deals 3 damage divided as you choose among one, two, or three target creatures.
Spark Spray deals 1 damage to any target.
Cycling (, Discard this card: Draw a card.)
It's the only kind of shower goblins will tolerate.
At the beginning of each player's upkeep, this enchantment deals 2 damage to that player.
If a player would gain life, that player gains no life instead.
Torrent of Fire deals damage to any target equal to the greatest mana value among permanents you control.
Dragon fire melts any instrument designed to measure it.
Enchant nonbasic land
When enchanted land becomes tapped, destroy it.
The grounds of the Riptide Project are now populated only by slivers, broken beakers, and the lonely screeching of gulls.
Target creature gets +X/+X until end of turn, where X is the greatest mana value among permanents you control.
Its food just got a lot smaller and its stomach a lot bigger.
Enchant creature
Enchanted creature gets +2/+2 for each other creature on the battlefield that shares a creature type with it.
The best leaders are made by their followers.
Forests you control are 1/1 green Elf creatures that are still lands.
, Sacrifice an Elf: Target creature gets +3/+3 until end of turn.
Ancient Ooze's power and toughness are each equal to the total mana value of other creatures you control.
The ooze has always been. The ooze will always be.
Destroy target artifact or enchantment.
Cycling (, Discard this card: Draw a card.)
"No good will come of this."
Claws of Wirewood deals 3 damage to each creature with flying and each player.
Cycling (, Discard this card: Draw a card.)
They say the forest has eyes. They never mention its claws.
Put four +1/+1 counters on each creature you control.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, you may put four +1/+1 counters on target creature.
Until end of turn, lands you control gain ": Add one mana of any color."
Nature has forgotten its own rules.
Enchant creature
Enchanted creature gets +1/+1 and has trample.
When a creature with mana value 6 or greater enters, you may return this card from your graveyard to the battlefield attached to that creature.
: Add .
Forestcycling (, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)
When this creature enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
Its blood is life. Its body is growth.