Flying
Whenever a Dragon you control attacks, create a 6/6 red Dragon creature token with flying.
When Kogla enters, it fights up to one target creature you don't control.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Trample
If you tap a permanent for mana, it produces three times as much of that mana instead.
Whenever you cast a historic spell, draw a card. (Artifacts, legendaries, and Sagas are historic.)
When Llawan enters, return all blue creatures your opponents control to their owners' hands.
Your opponents can't cast blue creature spells.
Protection from red
Elemental creatures you control get +1/+1.
When this creature enters, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-4
1/2
: Add .
LEVEL 5+
1/4
Elves you control have ": Add ."
Whenever one or more creatures you control deal combat damage to a player, tap all lands that player controls and untap all lands you control.
The frogs' friendship wasn't necessary for survival, but it did come with generous servings of strawberry crumble.
, : Target creature you control fights another target creature.
"Okay, listen, it's 'GRAAAAAR!' not 'rawr.' 'Rawr' isn't going to scare anyone. Now, let's try again...."
Flash (You may cast this spell any time you could cast an instant.)
You may cast green creature spells as though they had flash.
Their favorite place in all of Ravnica was still the glade where they first met.
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
"Journey..."
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
This spell can't be countered.
Flying, trample, protection from white and from blue
: Akroma gets +1/+0 until end of turn.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Flying
Activated abilities of creatures your opponents control can't be activated.
"Mother of Light! Her warm embrace extends through ev'ry plane, for person and beast alike."
—Song of All, canto 702
Flying
When this creature enters, destroy all tapped creatures.
"The light of love shines brightly through even the smallest cracks. All shall be illuminated."
—Song of All, canto 903
This land enters tapped.
At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.
: Add .
When this land enters, you gain 1 life.
Whenever an Angel you control enters, you gain 1 life.
: Add .
Exile target creature you own, then return it to the battlefield under your control. The Ring tempts you.
Flash
You may cast sorcery spells as though they had flash.
Whenever the Ring tempts you, if you chose a creature other than Gandalf as your Ring-bearer, draw a card.
, : Scry 1, then draw a card. This ability costs less to activate for each legendary creature you control.
: Add .
, , Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
Whenever an opponent draws a card, this enchantment deals 1 damage to that player.
Whenever an opponent discards a creature card, create a 2/2 black Zombie creature token.
Whenever an opponent discards a land card, add .
Whenever an opponent discards a noncreature, nonland card, draw a card.
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
At the beginning of each player's draw step, that player draws an additional card.
Whenever an opponent draws a card, Nekusar deals 1 damage to that player.
Whenever this creature attacks, defending player mills ten cards.
To challenge a monster beyond perception is to challenge perception itself.
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.
Flying
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.
What good are eyes that cannot see truth?
Trample
When this creature dies, create three 5/5 green Wurm creature tokens with trample.
When Worldspine Wurm is put into a graveyard from anywhere, shuffle it into its owner's library.
The final foe was finality itself.
Pack Rat's power and toughness are each equal to the number of Rats you control.
, Discard a card: Create a token that's a copy of this creature.
Rats carry disease—it's why they get such sick pulls.
Search your library for up to two creature cards with different names, reveal them, put them into your hand, then shuffle.
Join the pod. Befriend the pod. Destroy the pod.
Choose an opponent. You and that player each create an X/X green Treefolk creature token.
Choose an opponent. You and that player each create X 1/1 green Elf Warrior creature tokens.
After every duel, there is a customary post-battle comparison of splendors.
All Sliver creatures get +1/+1 for each other Sliver on the battlefield.
Never meet your heroes. You might discover they're just another extension of your hive mind's consciousness.
Whenever this creature deals damage to a player, you may put a Goblin permanent card from your hand onto the battlefield.
Whenever this creature deals damage to a player, you may put a Goblin permanent card from your hand onto the battlefield.
When this creature enters, you may search your library for a Goblin card, reveal that card, put it into your hand, then shuffle.
When this creature enters, you may search your library for a Goblin card, reveal that card, put it into your hand, then shuffle.
When this creature enters, search your library for any number of Goblin cards, reveal them, then shuffle and put those cards on top in any order.
When this creature enters, search your library for any number of Goblin cards, reveal them, then shuffle and put those cards on top in any order.
When Muxus enters, reveal the top six cards of your library. Put all Goblin creature cards with mana value 5 or less from among them onto the battlefield and the rest on the bottom of your library in a random order.
Whenever Muxus attacks, it gets +1/+1 until end of turn for each other Goblin you control.
When Muxus enters, reveal the top six cards of your library. Put all Goblin creature cards with mana value 5 or less from among them onto the battlefield and the rest on the bottom of your library in a random order.
Whenever Muxus attacks, it gets +1/+1 until end of turn for each other Goblin you control.
, Sacrifice a creature: Each other player sacrifices a creature.
, Sacrifice an artifact: Each other player sacrifices an artifact.
, Sacrifice an enchantment: Each other player sacrifices an enchantment.
, Sacrifice a creature: Each other player sacrifices a creature.
, Sacrifice an artifact: Each other player sacrifices an artifact.
, Sacrifice an enchantment: Each other player sacrifices an enchantment.
Whenever you tap a Swamp for mana, add an additional .
: This creature gets +1/+1 until end of turn.
"Moooom, I told you to shut the blinds!"
: Untap target Forest.
"Dead crowd tonight."
When this creature enters, you may destroy up to three target noncreature permanents. For each permanent put into a graveyard this way, its controller creates a 3/3 green Elephant creature token.
Creatures you control have haste.
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Then do it again.)
Not all who wander are chaotic energy monsters. Some are, though.
As this land enters, you may reveal a Giant card from your hand. If you don't, this land enters tapped.
: Add or .
"The Giant Games are here! Who will flatten the competition and who will flatten the crowd?"
—Promotional leaflet
As this land enters, you may reveal a Goblin card from your hand. If you don't, this land enters tapped.
: Add or .
When they're feeling homesick, all the little goblins know where to go for a nice bowl of hot muck.
As this land enters, you may reveal an Elf card from your hand. If you don't, this land enters tapped.
: Add or .
Elegant, imposing, picturesque—and that's just the elves, to say nothing of their palace.
As this land enters, you may reveal a Faerie card from your hand. If you don't, this land enters tapped.
: Add or .
Be careful when accepting an invitation to a faerie's home—you may never leave.
As this land enters, you may reveal a Merfolk card from your hand. If you don't, this land enters tapped.
: Add or .
Finding success in merfolk markets is always sink or swim.
You may have this enchantment enter as a copy of an enchantment you control, except it has "At the beginning of your upkeep, you may exile this enchantment. If you do, return it to the battlefield under its owner's control."
"Purely enchanting. The magic will linger long after you've reached the end."
—Talion, the Kindly Lord
As this enchantment enters, choose a creature type.
Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.)
"An inspiring story filled with heroic creatures joining forces to combat a common enemy—what's not to like? This tale made me want to don my cloak, grab a longsword, and head out in search of adventure."
—ELLIVERE of the WILD COURT
[+2]: Untap each enchanted permanent you control.
[−1]: Create a white Aura enchantment token named Mask attached to another target permanent. The token has enchant permanent and umbra armor.
[−7]: Mill seven cards. Return all non-Aura enchantment cards from your graveyard to the battlefield, then do the same for Aura cards.
Estrid, the Masked can be your commander.
"A sordid tale of deception and stolen identity . . . this masterpiece of mystery will have you questioning who you are, and what is real."
—ASHIOK, WICKED MANIPULATOR
Tuvasa gets +1/+1 for each enchantment you control.
Whenever you cast your first enchantment spell each turn, draw a card.
"Beautifully wrought and achingly compelling. A classic coming-of-age romp that delves into the depths of what it really means to be fish."
—Troyan, Gutsy Explorer