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Equipped creature gets +2/+0 and has menace.
Whenever equipped creature attacks, defending player sacrifices a creature of their choice. If they do, you create a Walker token.
Equip
Draw three cards, then put two cards from your hand on top of your library in any order.
"The secret is simply to know what you're going to do before you even see the possibilities."
—Porlema'ko, mind mage
When Fblthp enters, draw a card. If it entered from your library or was cast from your library, draw two cards instead.
When Fblthp becomes the target of a spell, shuffle Fblthp into its owner's library.
Islandwalk, swampwalk (This creature can't be blocked as long as defending player controls an Island or a Swamp.)
Whenever Wrexial deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
: Change a target of target spell or ability to this creature. ( can be paid with either or 2 life.)
Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures, where X is the number of enchantments you control.
Brushing hair against your face
: Add one mana of any color in your commander's color identity.
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters with a +1/+1 counter on it.)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
"Preying on unsuspecting goobers, this crocodile is the only foe to ever best me in a knife fight."
—Crocodile Jackson, legendary cowboy
Creatures you control gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Draw a card.
"Uni! Uni! I knew you'd come back!"
—Bobby
, : Target player mills a card. (They put the top card of their library into their graveyard.)
Tap four untapped Advisors you control: Target player mills twelve cards.
A deck can have any number of cards named Persistent Petitioners.
". . . we will no longer sit idly by, fearing for our lives! To that end . . ."
, : Target player mills a card. (They put the top card of their library into their graveyard.)
Tap four untapped Advisors you control: Target player mills twelve cards.
A deck can have any number of cards named Persistent Petitioners.
". . . we demand a repeal of those ridiculous sumptuary laws. Additionally . . ."
, : Target player mills a card. (They put the top card of their library into their graveyard.)
Tap four untapped Advisors you control: Target player mills twelve cards.
A deck can have any number of cards named Persistent Petitioners.
". . . the king's burning heart must be laid to rest at last. And furthermore . . ."
, : Target player mills a card. (They put the top card of their library into their graveyard.)
Tap four untapped Advisors you control: Target player mills twelve cards.
A deck can have any number of cards named Persistent Petitioners.
"...cake. The Overmind demands cake. The Overmind also requires that..."
, : Target player mills a card. (They put the top card of their library into their graveyard.)
Tap four untapped Advisors you control: Target player mills twelve cards.
A deck can have any number of cards named Persistent Petitioners.
"...we need seeds, yo."
"Lots of seeds, and..."
, : Target player mills a card. (They put the top card of their library into their graveyard.)
Tap four untapped Advisors you control: Target player mills twelve cards.
A deck can have any number of cards named Persistent Petitioners.
". . . a decreased duration of synodic months would be most welcome. Also . . ."
, : Target player mills a card. (They put the top card of their library into their graveyard.)
Tap four untapped Advisors you control: Target player mills twelve cards.
A deck can have any number of cards named Persistent Petitioners.
". . . the communal bone garden is in dire need of new vertebrae, plus . . ."
, : Target player mills a card. (They put the top card of their library into their graveyard.)
Tap four untapped Advisors you control: Target player mills twelve cards.
A deck can have any number of cards named Persistent Petitioners.
". . . you must open the gates of the Shredforge to all, but also . . ."
Creatures you control get +1/+1 and have flying and indestructible.
At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice this artifact.
Flying
If an artifact or creature entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
: Add .
, : Target creature can't be blocked this turn.
Indestructible
: Add .
: Add .
, : Investigate. (Create a colorless Clue artifact token with ", Sacrifice this artifact: Draw a card.")
At the beginning of your end step, if you sacrificed three or more Clues this turn, transform Havengul Laboratory.
"Today, we make history. Today, we make contact."
—Dr. Martin Brenner
When this land transforms into Havengul Mystery, return target creature card from your graveyard to the battlefield.
When the creature put onto the battlefield with Havengul Mystery leaves the battlefield, transform Havengul Mystery.
, Pay 1 life: Add .
Sliver creatures you control have double strike. (They deal both first-strike and regular combat damage.)
"Their appendages are sharper than our swords and quicker than our bows."
—Hastric, Thunian scout
Sliver creatures you control have "When this creature enters, you may exile target creature an opponent controls until this creature leaves the battlefield."
Slivers are often seen toying with enemies they capture, not out of cruelty, but to fully learn their physical capabilities.
Whenever a Sliver deals damage, its controller gains that much life.
The slivers would survive, even at the expense of every other creature on Otaria.
All Sliver creatures have flying.
All Slivers have "If this permanent would be put into a graveyard, you may put it on top of its owner's library instead."
Like a great bellows it hisses, and its kin, both living and dead, are lifted to safety.
All Sliver creatures have flanking. (Whenever a creature without flanking blocks a Sliver, the blocking creature gets -1/-1 until end of turn.)
"They encircled our patrol with the stealth of snakes, corralling us like livestock."
—Merrik Aidar, Benalish patrol
As this creature enters, choose a color.
All Slivers have protection from the chosen color.
The first wave of slivers perished from the Riptide wizards' magic. The second wave shrugged off their spells like water.
Whenever a Sliver creature you control becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays .
"The hive shimmered, and its walls seemed a living mirror."
—Hastric, Thunian scout