A deck can have any number of cards named Shadowborn Apostle.
, Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card, put it onto the battlefield, then shuffle.
A deck can have any number of cards named Shadowborn Apostle.
, Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card, put it onto the battlefield, then shuffle.
A deck can have any number of cards named Shadowborn Apostle.
, Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card, put it onto the battlefield, then shuffle.
A deck can have any number of cards named Shadowborn Apostle.
, Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card, put it onto the battlefield, then shuffle.
A deck can have any number of cards named Shadowborn Apostle.
, Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card, put it onto the battlefield, then shuffle.
A deck can have any number of cards named Shadowborn Apostle.
, Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card, put it onto the battlefield, then shuffle.
A deck can have any number of cards named Shadowborn Apostle.
, Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card, put it onto the battlefield, then shuffle.
A deck can have any number of cards named Shadowborn Apostle.
, Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card, put it onto the battlefield, then shuffle.
A deck can have any number of cards named Shadowborn Apostle.
, Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card, put it onto the battlefield, then shuffle.
A deck can have any number of cards named Shadowborn Apostle.
, Sacrifice six creatures named Shadowborn Apostle: Search your library for a Demon creature card, put it onto the battlefield, then shuffle.
(: Add .)
: Add .
, , Sacrifice this artifact: Draw two cards.
Flying
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
As this artifact enters, look at an opponent's hand, then choose any card name.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
Fading 4 (This artifact enters with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
At the beginning of each player's upkeep, that player taps an untapped artifact, creature, or land they control for each fade counter on this artifact.
You have no maximum hand size.
: Add .
Sacrifice this creature: Prevent all combat damage that would be dealt this turn.
Gromp spores can be distilled into a variety of powerful chemical agents, or added to tea for a disastrous afternoon in the city.
: Add one mana of any color in your commander's color identity.
There is a place apart from this world, a rift where pretense falls away and champions find their glory.
Dakkon Blackblade's power and toughness are each equal to the number of lands you control.
The Blackblade determines not who is right, but who is left.
Flying
Whenever another creature you control enters, you may discard a card. If you do, put a +1/+1 counter on that creature, it gains haste until end of turn, and it becomes a Vampire in addition to its other types.
Whenever this creature enters or transforms into Huntmaster of the Fells, create a 2/2 green Wolf creature token and you gain 2 life.
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
Trample
Whenever this creature transforms into Ravager of the Fells, it deals 2 damage to target opponent or planeswalker and 2 damage to up to one target creature that player or that planeswalker's controller controls.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
[+1]: Create a 1/1 white Soldier creature token.
[+1]: Target creature gets +3/+3 and gains flying until end of turn.
[−8]: You get an emblem with "Artifacts, creatures, enchantments, and lands you control have indestructible."
: Add .
: Add .
: Add .
First strike (This creature deals combat damage before creatures without first strike.)
Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.)
"We slew the last dragon ages ago. Now we fight the real monsters."
: Add one mana of any color that a land an opponent controls could produce.
Whenever a Dragon you control enters, put a gold counter on this artifact.
, Remove a gold counter from this artifact: Draw a card.
: Add one mana of any color.
: Add one mana of any color in your commander's color identity.
Millions of years of history forged, forgotten, and transformed.
Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.
"Tell me, Muse, of that man, so ready at need, who wandered far and wide."
—Homer, The Odyssey
Exile target creature. Its controller gains life equal to its power.
Most human scholars believe that Merfolk are the survivors of sunken Atlantis, humans adapted to the water. Merfolk, however, believe that humans sprang forth from Merfolk who adapted themselves in order to explore their last frontier.
Flying, trample
At the beginning of your upkeep, sacrifice a creature other than this creature. If you can't, this creature deals 7 damage to you.
Flying
: This creature gets +1/+0 until end of turn.
While it's true most Dragons are cruel, the Shivan Dragon seems to take particular glee in the misery of others, often tormenting its victims much like a cat plays with a mouse before delivering the final blow.
Target creature gets +3/+3 until end of turn.
Maro's power and toughness are each equal to the number of cards in your hand.
No two draw the same Maro.
Maro's power and toughness are each equal to the number of cards in your hand.
No two draw the same Maro.
( represents colorless mana.)
When this creature enters, target opponent reveals their hand. You choose a nonland card from it and exile that card.
When this creature leaves the battlefield, target opponent draws a card.
Search your library for a card, put that card into your hand, then shuffle.
At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If an instant or sorcery card is revealed this way, transform this creature.
Insects always occupied a special place in the wizard's heart.
Flying
Now insects occupy a special place in his lungs, intestines, liver, kidneys, eyeballs...
Draw three cards, then put two cards from your hand on top of your library in any order.
James would let his duck compose now and then, but never make the tea!
Lightning Strike deals 3 damage to any target.
When this creature enters, each player sacrifices a creature of their choice.
The slaughter of his people by unliving monsters, . . .
Flying
Whenever Zur attacks, you may search your library for an enchantment card with mana value 3 or less, put it onto the battlefield, then shuffle.
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Trample
When Themberchaud enters, he deals X damage to each other creature without flying and each player, where X is the number of Mountains you control.
You may exert Themberchaud as he attacks. When you do, he gains flying until end of turn. (An exerted creature won't untap during your next untap step.)
Cumulative upkeep—Add . (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
The prominence danced before the shaman, a tangle of power and flame—his to unravel.
Choose one —
• Destroy all creatures.
• Destroy all artifacts and enchantments.
An opal that holds limitless fire... my love.
Leaving the world anew
With its cleansing embrace.
You may cast Aura and Equipment spells as though they had flash.
Whenever an Equipment you control enters, you may attach it to target creature you control.
"Avacyn is gone, yet you remain."
—Traveler's prayer to Sigarda
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
"I never had the chance to say 'thank you.' Or 'goodbye.'"
—Sarvag, eulogy for a friend
When this land enters, you gain 1 life.
Whenever an Angel you control enters, you gain 1 life.
: Add .
Your opponents can't gain life.
, Sacrifice another creature: Target player loses 1 life. If the sacrificed creature was legendary, amass Orcs 2.
Target player shuffles up to three target cards from their graveyard into their library.
Draw a card.
When this card is put into your graveyard from your library, shuffle your graveyard into your library.
A simple sacrifice: his heart for the world.
Equipped creature gets +10/+10 and loses flying.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"Ash, she's dead; we gotta bury her."
—Scotty
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
"Up, yes, in the branches,
the purple blossoms go pale at the edges;
there is meaning in the shifting of the sap,
and I see in them traces
of last year, but then they hadn't grown so strong,
and their limbs were more like wires."
—N'or Waulk, flamekin prophet
This land enters tapped unless you control a Swamp or a Forest.
: Add or .
"Motive power nil. Total loss of vision. Sensor plates not functioning, and weaponry deactivated."
—The Third Doctor
This land enters tapped unless you control a Plains or a Swamp.
: Add or .
"There's this house. A big old house, been empty for years, falling apart. Wester Drumlins, out by the estate."
—Sally Sparrow
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
"It's only principle is the butterfly effect. A butterfly can flap its wings in Peking and in Central Park you get rain instead of sunshine."