: Target creature gets +3/+3 until end of turn. Untap that creature.
She whispered a prayer for strength, and her wishes wafted away like seeds on the wind.
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
Enchant player
If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
Every life ends, but life itself never does.
Vigilance
Every elf in Shadowmoor is charged from birth with a terrible duty: to strike back against the ugliness and darkness, even though they are all around and seemingly without end.
( can be paid with either or .)
Other green creatures you control get +1/+1.
Other white creatures you control get +1/+1.
If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.
This creature has haste as long as you control a red creature.
This creature has wither as long as you control a green creature. (It deals damage to creatures in the form of -1/-1 counters.)
Equipped creature gets +1/+0 and has wither. (It deals damage to creatures in the form of -1/-1 counters.)
Equip
Its scars cut deeper than its blade.
: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it 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.)
This creature enters with two -1/-1 counters on it.
, : Remove a -1/-1 counter from target creature.
Scarecrows deemed too malevolent to roam free are shackled to boulders or dolmen stones. Their animosity usually outlives the chains.
When this artifact enters, draw a card.
Sacrifice this artifact: Choose a basic land type. Each land you control becomes that type until end of turn.
One night Oona bottled the sky. The next night she aligned the stars and released it.
, : Put a -1/-1 counter on target creature.
"Bits of fallen scarecrow, laces of elfskin leather, teeth of an axeshark merrow . . . An industrious soul can find new uses for the most mundane items."
—Mowagh the Gwyllion
This creature enters with three -1/-1 counters on it.
Remove a -1/-1 counter from this creature: Put a -1/-1 counter on another target creature.
Beware a scarecrow bearing gifts—especially sloshing vessels of acid.
Sacrifice this creature: Exile target card from a graveyard.
"I know one night it won't come back. Then I'll know it's truly done its job."
—Braenna, cobblesmith
, , Reveal two cards from your hand that share a color: Draw a card.
Most such relics remain clasped shut for fear of what ominous truths might be carved into the diptych inside.
Wither (This deals damage to creatures in the form of -1/-1 counters.)
When this creature dies, put a -1/-1 counter on each creature with a -1/-1 counter on it.
As this creature enters, choose a color.
When you control no permanents of the chosen color, sacrifice this creature.
It's a fool's race to run if all is lost if it be won.
As this creature enters, choose a color.
All cards that aren't on the battlefield, spells, and permanents are the chosen color in addition to their other colors.
It gathers hues from the twilight mist so that its master can paint a better world.
Flying
, : Add one mana of any color. ( is the untap symbol.)
It wasn't really expected to fly. Then again, it wasn't expected to move, either.
This creature has persist as long as you control a black creature. (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.)
This creature has haste as long as you control a red creature.
( can be paid with any two mana or with . This card's mana value is 10.)
Other Scarecrow creatures you control get +1/+1.
Whenever another Scarecrow you control enters, destroy target permanent.
It's harvest time.
, , Tap an untapped creature you control: Target creature gets +1/+1 until end of turn.
A deflated sigh breathed into the horn emerges as an inspiring melody.
: This creature becomes all colors until end of turn.
Once a tool of kithkin farmers, scarecrows of all shapes now skitter and lurch across Shadowmoor, animated by residual rustic magics.
: Add one mana of any color.
: Target creature becomes the color or colors of your choice until end of turn.
Built to shuttle goods from the river, it took off one day carrying a cauldron of dyes.
Flying
This creature can't have counters put on it.
"I rigged it together from wicker and scrap, yet somehow I find it unalterably perfect."
—Braenna, cobblesmith
This creature has wither as long as you control a green creature. (It deals damage to creatures in the form of -1/-1 counters.)
This creature has vigilance as long as you control a white creature.
, : Tap target creature.
A taut slipknot trigger is the only thing standing between you and standing.
Equipped creature has ", : This creature gets +2/+2 until end of turn." ( is the untap symbol.)
Equip
It harnesses the power of night in a land where daylight fears to show itself.
This creature has vigilance as long as you control a white creature.
This creature has flying as long as you control a blue creature.
The wings are held in place by wicker rods. The rods are held in place by pure faith.
Whenever this creature attacks or blocks, put a -1/-1 counter on it at end of combat.
It's the twisted creation of a kithkin diviner who dreamed of very large crows.
This creature has flying as long as you control a blue creature.
This creature has persist as long as you control a black creature. (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.)
: Add .
, : Add , , or .
Occupancy of the den changes from night to night as boggart gangs fight for control of a place they aren't willing to simply eat.
: Add .
, : Add , , or .
"Here did the Extinguisher steal the light from the world. Here will we sacrifice her to bring the Great Rekindling to our people."
—Illulia of Nighthearth
(: Add .)
This land enters tapped.
, : Each opponent loses 1 life. Activate only if you control two or more black permanents.
(: Add .)
This land enters tapped.
, : Shuffle your library. Activate only if you control two or more red permanents.
(: Add .)
This land enters tapped.
, : Put target card from your graveyard on the bottom of your library. Activate only if you control two or more white permanents.
(: Add .)
This land enters tapped.
, : Look at the top card of target player's library. Activate only if you control two or more blue permanents.
: Add .
, : Add , , or .
The gate of every kithkin doun is a cunning trap, intended to spill visitors into an oubliette from which there is no escape.
: Add one mana of any type that a land you control could produce.
Does it reflect the future that once was or the past that can never be?
: Add one mana of any type that a land you control could produce.
Does it reflect the future that once was or the past that can never be?
(: Add .)
This land enters tapped.
, : You gain 1 life. Activate only if you control two or more green permanents.
: Add .
, : Add , , or .
Without the care of the tideshapers, the Lanes lie neglected. Some have flooded entire towns; others dried to cracked mud.
: Add .
, : Add , , or .
The elves of Wilt-Leaf Wood continually expand the palisade surrounding the sanctuary. They hope to one day enclose the entire forest within its walls.
(: Add .)
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