When this creature enters, it deals 3 damage to each opponent and you gain 3 life.
When this creature dies, discard any number of cards, then draw that many cards plus one.
When this creature enters, draw a card. Each player loses 1 life.
Repartee — Whenever you cast an instant or sorcery spell that targets a creature, exile up to one target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
"By all means, let's debate."
Flash
Flying, trample
Increment (Whenever you cast a spell, if the amount of mana you spent is greater than this creature's power or toughness, put a +1/+1 counter on this creature.)
It's chaotic in the midst of the swarm—only when you step back does the pattern emerge.
Search your library for a creature card, reveal it, put it into your hand or graveyard, then shuffle.
"This last step is very important. You'll need to know if the friend you're searching for is alive or dead."
Flying, vigilance
Opus — Whenever you cast an instant or sorcery spell, this creature gets +1/+0 until end of turn. If five or more mana was spent to cast that spell, exile the top card of your library. You may play that card until the end of your next turn.
It soars in the presence of true beauty.
Draw three cards. You may put a land card from your hand onto the battlefield tapped.
"Every lecture you attended—every theorem you memorized and equation you solved—has led to this first step into uncertainty."
—Professor Deekah
When this creature enters, create a 1/1 black and green Pest creature token with "Whenever this token attacks, you gain 1 life."
At the beginning of your end step, if a creature died under your control this turn, draw a card.
"Life and death is a complex pattern that needs careful stitching."
As an additional cost to cast this spell, pay X life.
Return each artifact and creature card with mana value X from your graveyard to the battlefield.
Two tired souls finally found something to unite them.
Trample
When this creature enters, tap target creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
The nature of theory given form and function.
Ward
Increment (Whenever you cast a spell, if the amount of mana you spent is greater than this creature's power or toughness, put a +1/+1 counter on this creature.)
At the beginning of each end step, if you put a counter on this creature this turn, create a 0/0 green and blue Fractal creature token and put three +1/+1 counters on it.
Whenever you cast a spell with in its mana cost, look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
"Creatures that have survived blood-soaked millennia should not be underestimated."
—Nev, dean of substance
Destroy target artifact or creature. You gain 1 life.
Not until Lluwen watched Professor Fel in action did he truly understand just how closely life and death were intertwined.
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on that creature.
"There is no force stronger or more daunting than that of exponential growth."
Flying, haste
Discard a card: This creature gains lifelink until end of turn.
Whenever one or more cards leave your graveyard, put a +1/+1 counter on target creature you control.
"Do you think I've spent a lifetime studying war and learned nothing?"
Vigilance
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
"It's not ego if you're flawless, darling."
Repartee — Whenever you cast an instant or sorcery spell that targets a creature, this creature gains flying until end of turn. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
At the ready when words fail.
Target creature gets +1/+1 until end of turn. Draw a card.
Whenever one or more creatures you control deal combat damage to a player, you may pay . If you do, return this card from your graveyard to your hand.
"Don't hold back, because I certainly won't."
Whenever one or more cards leave your graveyard, Kirol becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Mill a card. Put two +1/+1 counters on target creature. It gains trample until end of turn.
Lluwen enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Exile a creature card from your graveyard: Lluwen becomes prepared. Activate only as a sorcery.
Create a 1/1 black and green Pest creature token with "Whenever this token attacks, you gain 1 life."
Choose one —
• Each opponent sacrifices a nontoken artifact of their choice.
• Return target artifact or creature card with mana value 2 or less from your graveyard to the battlefield.
• Creatures you control get +1/+1 and gain trample until end of turn.
Flying, haste
Each instant and sorcery card in your hand has miracle . (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.)
At the beginning of each opponent's upkeep, you may discard a card. If you do, draw a card.
Draw X cards. Then you may put a permanent card with mana value X or less from your hand onto the battlefield tapped.
"What the mind conceives," began Dean Adrix. "Magic can achieve," assured Dean Nev.
Target player discards two cards. Put up to one land card discarded this way onto the battlefield tapped under your control.
The best ideas stem from dreams.
Molten Note deals damage to target creature equal to the amount of mana spent to cast this spell. Untap all creatures you control.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
It's characteristic of the Blood Age for instruments of music to also be tools of war.
Choose up to four. You may choose the same mode more than once.
• Destroy target nonland permanent.
• Return target nonland permanent card from your graveyard to the battlefield.
The archaics experience all of Arcavian history. Changing that fate threatens their very existence.
Whenever you cast a spell you don't own, put a +1/+1 counter on each creature you control.
, Sacrifice another creature: Exile target instant or sorcery card from an opponent's graveyard. You may cast it this turn, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead. Activate only as a sorcery.
Vigilance, reach
Infusion — When this creature enters, put two +1/+1 counters on it if you gained life this turn.
"Here is my most important lesson: Within all life dwells a living essence. You must decide for yourselves how you'll use that knowledge."
—Professor Longbranch
Reach
When this creature enters, look at the top five cards of your library. You may reveal a land card or a card with in its mana cost from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Trample
Whenever you gain life, put a +1/+1 counter on this creature.
Hungering for the zest of life.
First strike
When this creature enters, exile target noncreature, nonland card from your graveyard. Until the end of your next turn, you may cast that card.
"Every weapon has a story. Let me tell you this one's."
Choose one —
• Surveil 2, then draw a card.
• Prismari Charm deals 1 damage to each of one or two targets.
• Return target nonland permanent to its owner's hand.
Flying
Ward—Pay 5 life.
Instant and sorcery spells you cast have storm. (Whenever you cast an instant or sorcery spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Return up to one target nonland permanent to its owner's hand. Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Only proctors are allowed to use magic in exam halls, enabling them to more easily catch cheaters in the act.
[+2]: You gain 3 life.
[0]: You draw a card and lose 1 life.
[−3]: Destroy target creature.
[−6]: You get an emblem with "Whenever you gain life, target opponent loses that much life."
Flying
This creature enters with X +1/+1 counters on it.
When this creature enters, you gain 2 life.
"Be careful when traversing the Paradox Gardens. Not all experiments are perfectly contained."
—Professor Berta
You gain 2 life. You may discard a card. If you do, draw two cards.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"Stones in your path are not obstacles, but discoveries."
—Velomachus Lorehold
Choose one —
• Counter target spell unless its controller pays .
• Destroy target enchantment.
• Target creature has base power and toughness 5/5 until end of turn.
Flying, trample
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.)
Instant and sorcery spells you cast from your hand have cascade.
Draw three cards, then discard two cards. Add .
Fireworks of all kinds fill the skies of Summitfest.
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Put two +1/+1 counters on up to one target creature.
"Seems like I took the words right out of your mouth."
Lands you control have ": Add two mana of any one color. Spend this mana only to cast instant and sorcery spells."
: Draw a card. Activate only if you have seven or more cards in your hand.
School styluses are just tools. Passion is a Prismari's true instrument.
Until end of turn, creatures you control get +2/+2 and gain menace and "Whenever this creature attacks, you gain 1 life." (A creature with menace can't be blocked except by two or more creatures.)
"Nature endures and adapts, and so shall we."
Sanar enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
: Create a Treasure token. Activate only if you've cast an instant or sorcery spell this turn.
Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.
Menace (This creature can't be blocked except by two or more creatures.)
Repartee — Whenever you cast an instant or sorcery spell that targets a creature, put a +1/+1 counter on this creature.
When this creature dies, if it had counters on it, put those counters on up to one target creature.
Choose one —
• Put two +1/+1 counters on target creature.
• Exile target creature with power 2 or less.
• Each opponent loses 3 life and you gain 3 life.
Flying, vigilance
Each instant and sorcery spell you cast has casualty 1. (As you cast that spell, you may sacrifice a creature with power 1 or greater. When you do, copy the spell and you may choose new targets for the copy.)
Repartee — Whenever you cast an instant or sorcery spell that targets a creature, this creature can't be blocked this turn.
Whenever this creature deals combat damage to a player, you draw a card and lose 1 life.
Eavesdropping is not a misdeed in the Forum, but a fact of life.
When you cast this spell while you control a creature, you may copy this spell.
Each player sacrifices a creature of their choice. Each opponent loses 1 life and you gain 1 life.
"Sorry. This seat's taken."
Flying
Opus — Whenever you cast an instant or sorcery spell, this creature gets +3/+0 until end of turn. If five or more mana was spent to cast that spell, put three +1/+1 counters on this creature instead.
Rootha was humbled in the whale's presence. It was glorious and beautiful, all on its own terms.
Whenever one or more cards leave your graveyard, put a +1/+1 counter on this creature.
Unflagging, unafraid, and undaunted.
Choose one —
• Draw four cards.
• Splatter Technique deals 4 damage to each creature and planeswalker.
As the marvels of living art they are, elemental whales can't resist contributing to Summitfest's displays.
Whenever this creature enters or attacks, you may draw a card. If you do, discard a card.
The Prismari team takes the direction to "flood the zone" literally.
Trample, lifelink
At the beginning of combat on your turn, exile up to one target card from a graveyard.
"Should your sloth become agitated, remove all valuables from the immediate area and wait for it to tire out. This will not take long."
—Lorehold student handbook
When this creature enters, look at the top X cards of your library, where X is the number of creatures you control. Put one of those cards into your hand and the rest into your graveyard.
"Speak as though the world will be a better place after your words are in it."
Stress Dream deals 5 damage to up to one target creature. Look at the top two cards of your library. Put one of those cards into your hand and the other on the bottom of your library.
Krelg's attempt at a calming nap proved futile.
Exile target nonland permanent and the top card of your library. For each of those cards, its owner may play it until the end of their next turn.
"Knowledge is your armor. Use it wisely, and it will keep you safe."
—Augusta, dean of order
Landfall — Whenever a land you control enters, Tam becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
You draw a card and gain 1 life.
Menace (This creature can't be blocked except by two or more creatures.)
Whenever this creature attacks, you gain 1 life.
: Return this card from your graveyard to the battlefield tapped.
"Stop playing dead, Rinata. No one's believed you for a decade."
—Moseo, dean of the vein
Traumatic Critique deals X damage to any target. Draw two cards, then discard a card.
"The artist should suffer for their craft, not the audience!"
—Galazeth Prismari
Vibrant Outburst deals 3 damage to any target. Tap up to one target creature.
"I'll show you a 'colorful insult'!"