Other black creatures you control get +1/+1.
Other red creatures you control get +1/+1.
Whenever this creature becomes the target of a spell or ability an opponent controls, that player loses 4 life.
Cinders carry an ancestral grudge that makes them slow to trust and quick to retaliate.
When this creature enters, put a -1/-1 counter on target creature.
"Your seared flesh will be the first step in your journey to dark enlightenment."
When you cast this spell, return all cards named Demigod of Revenge from your graveyard to the battlefield.
Flying, haste
"His laugh, a bellowing, deathly din, slices through the heavens, making them bleed."
—The Seer's Parables
Create a 5/5 black and red Elemental creature token. Target opponent sacrifices a creature of their choice for each black creature you control, then sacrifices a land of their choice for each red creature you control.
Vengeance in stampede form.
Whenever you cast a black spell, this creature gets +1/+1 until end of turn.
Whenever you cast a red spell, this creature gains first strike until end of turn.
Players can't gain life.
Damage can't be prevented.
All damage is dealt as though its source had wither. (A source with wither deals damage to creatures in the form of -1/-1 counters.)
When night fell, the plane itself was scarred.
Enchant creature
As long as enchanted creature is black, it gets +1/+1 and has wither. (It deals damage to creatures in the form of -1/-1 counters.)
As long as enchanted creature is red, it gets +1/+1 and has first strike.
Sacrifice this creature: Destroy target nonbasic land.
"Unsafe Terrain Ahead—Turn Back"
—Sign near the former location of Pyrtagh Cairn
This creature enters with four -1/-1 counters on it.
When this creature dies, put a -1/-1 counter on target creature for each -1/-1 counter on this creature.
Flying
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Creatures your opponents control with counters on them can't attack or block.
Mounted cinders circle the blasted peak at Kulrath, hunting the Extinguisher.
: Add or . Activate no more than three times each turn.
Cinder mystics set traps for sluaghs and other spirits of flame, seeking to extract the secrets of the fire their own hearts have lost.
When this creature enters, it deals damage equal to its power to any target.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Destroy target land. Poison the Well deals 2 damage to that land's controller.
Wells that provide clean, unhaunted water are rare enough to be worth building an entire town around.
Put a -1/-1 counter on target creature.
"What is a scar? A sign of courage in the face of danger? A mere trick of flesh? Or a constant reminder of agonizing pain, and the follies of war."
—Illulia of Nighthearth
Haste
: Target black or red creature gains haste until end of turn.
"Nothing warms my heart better than a spirit kindled with rage."
This creature can't be blocked by white creatures.
"Why allow the fires of others to burn, when ours do not? Why leave them content, while we suffer? If there is to be misery, let it be borne by all."
: Each player loses 1 life.
Cinder beliefs revolve around the Path of Sorrow, a spiritual descent into oblivion. They don't mind taking others on their journey down.
At the beginning of each player's draw step, that player draws an additional card.
Whenever a player draws a card, this enchantment deals 1 damage to that player.
Knowledge brings the sting of disillusionment, but the pain teaches perspective.
Return up to one target creature card from your graveyard to the battlefield if was spent to cast this spell. Creatures target player controls get +2/+0 and gain haste until end of turn if was spent to cast this spell. (Do both if was spent.)
Tap target untapped creature. It deals damage equal to its power to its controller.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Target player discards their hand unless they pay 7 life.
"I can stab you where it hurts, or where you will feel absolutely nothing."
—Illulia of Nighthearth
Trample
Other red creatures you control get +1/+1.
Other green creatures you control get +1/+1.
The boar leads its rider to victory in battle, but it doesn't know how close it is to becoming the victory feast.
Haste
Wither (This deals damage to creatures in the form of -1/-1 counters.)
"We're going to need a bigger gate."
—Bowen, Barrenton guardcaptain
Trample
Whenever this creature deals 6 or more damage to an opponent, destroy target land that player controls.
"He bears the marks of ages upon his skin, memories of dreams long dead and best left buried."
—The Seer's Parables
Firespout deals 3 damage to each creature without flying if was spent to cast this spell and 3 damage to each creature with flying if was spent to cast this spell. (Do both if was spent.)
Return a card at random from your graveyard to your hand, then reorder your graveyard as you choose.
"Some secrets want to be revealed. They burst through the soil of their own accord."
—Dindun of Kulrath Mine
Create a 4/4 red and green Giant Warrior creature token with haste. Exile it at the beginning of the next end step.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)
Counter target blue instant spell.
Wort had a raiding-bellow that could shatter steel, melt auras, and slice countermagic in half.
: Reveal the top card of your library. If it isn't a creature card, put it into your graveyard. Otherwise, put that card onto the battlefield. That creature gains haste. Sacrifice it at the beginning of the next end step.
For the Scuzzback gang, it's always "raid o'clock."
Giants sleep soundly and long, sometimes for long enough that a crust of earth and moss grows over them. But inevitably something disturbs their slumber, and they wake unhappy.
Add two mana in any combination of colors.
Draw a card.
For a moment, objects of pure mana glimmered in the wonderstruck boggart's hands. In the next moment, they were in his mouth, as he chewed contentedly.
This creature enters with two -1/-1 counters on it.
Remove a -1/-1 counter from this creature: Add one mana of any color.
It scours the hills for living matter, savoring even the tang of poisonous fungi.
This creature can't be blocked by blue creatures.
To reach the ravine of the Wanderbrine River, they were told to take the shortcut "through the mountains." They took the directions literally.
: Add . Spend this mana only on costs that contain .
Night after night, Rosheen babbled about a bygone sunlit world, her every word dismissed as a madwoman's ravings.
Enchant creature
As long as enchanted creature is red, it gets +1/+1 and has double strike. (It deals both first-strike and regular combat damage.)
As long as enchanted creature is green, it gets +1/+1 and has trample.
Trample
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
The Scuzzback gang scavenges rusty armor covered in barbed protrusions. No threat is more effective than the threat of infection.
Whenever you cast a red spell, this creature gets +1/+1 until end of turn.
Whenever you cast a green spell, this creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)
This creature attacks each combat if able.
It shows up at one meal wearing the carcass of the last.
: Each blocked creature gets +1/+0 and gains trample until end of turn.
The Tattermunge gang has no words for the spell that whips their instinctual rage into a frenzy. They only know they like it.
, Sacrifice a Mountain: This creature deals 3 damage to target creature.
, Sacrifice a Forest: Choose a player. That player adds .
Their home uprooted by a giant, the gang of boggarts mourned their old stomping ground.
This spell can't be countered.
: Target spell can't be countered.
The stench of bloodcap mushrooms on the breath is enough to ward off even the most potent magics, especially when combined with a special chant: "Hushhh."
When Wort enters, create two 1/1 red and green Goblin Warrior creature tokens.
Each red or green instant or sorcery spell you cast has conspire. (As you cast the spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy.)
Target creature gets +2/+2 until end of turn.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
You gain X life if was spent to cast this spell and X life if was spent to cast this spell. (Do both if was spent.)
Dawnglove bloom is a potent nostrum, but the dawnglow brewed from its sap is nothing less than life itself.
, , Sacrifice this creature: Destroy target enchantment.
"All manner of curses, blights, and luckspoils infect Shadowmoor. We stalk them all, one perilous quest at a time."
Destroy all artifacts and enchantments. You gain 2 life for each permanent destroyed this way.
Elvish dawnhands test a relic's worthiness before collecting it for the safehold. If it can't stand up to a stiff breeze, it's left behind.
At the beginning of your upkeep, remove a -1/-1 counter from each creature you control.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
When this creature enters, you gain 2 life.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Accept one favor from an ouphe, and you're doomed to accept another.
When this creature enters, you may remove a counter from target permanent.
Elvish healers carry vials of the balm known as dawnglow, reserving it for those wounds that herbs cannot treat.
Target creature's controller sacrifices it, then creates X 1/1 green and white Elf Warrior creature tokens, where X is that creature's power.
"We will give you the peace you seek, though you may not yet know you seek it."
"Beware of trees that talk. Their words are threats. And mind the ones that sway and creak. They too threaten us, but in a foreign tongue."
—The Book of Other Folk
, : You gain X life.
When elves find a fount of beauty, they protect it. Where there is beauty, there is hope.
Protection from blue, from black, and from red
"Some say she hid the sun herself, a desperate act to save it from its ultimate extinction."
—The Seer's Parables
This creature can't be blocked by black creatures.
"I have a gift. The ability to sense encroaching darkness has saved many lives. And yet constantly feeling the force of so much ugliness is a terrible burden."
Regenerate target permanent.
"An axe may break upon a ribbon if the ribbon's will is the stronger."
—Awylla, elvish safewright
, : Create a 1/1 green and white Elf Warrior creature token.
, : For each creature token you control, create a token that's a copy of that creature.
Whole again in honor and horn.
Whenever you cast a green spell, this creature gets +1/+1 until end of turn.
Whenever you cast a white spell, this creature gains vigilance until end of turn.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
"I refuse to die—not at the hands of one such as you."
Search your library for a Forest or Plains card, reveal it, put it into your hand, then shuffle.
Elves search for sources of beauty in a nighted world. Meanwhile, the nighted world searches for the blood of elves.