, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
( represents colorless mana.)
Choose one —
• Exile target creature with power or toughness 1 or less.
• Counter target sorcery spell.
• Create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ."
Each player can't cast more than one noncreature spell each turn.
Equipped creature gets +0/+3.
Astral Projection — : Equipped creature phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
Equip
Take an extra turn after this one.
If Nexus of Fate would be put into a graveyard from anywhere, reveal Nexus of Fate and shuffle it into its owner's library instead.
Enchant player
At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step.
Prevent all combat damage that would be dealt this turn.
Nonbasic lands are Mountains.
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.
: Search your library for a Sliver card, reveal that card, put it into your hand, then shuffle.
: Gain control of target Sliver. (This effect lasts indefinitely.)
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
With every morningtide, Eirdu sheds a single wish for one lucky enough to catch it.
Knight creatures you control have double strike.
The thoughtweft guides his hands with the will of an entire clachan, so his strikes land ever true.
Flash
Flying
Champion a Faerie (When this enters, sacrifice it unless you exile another Faerie you control. When this leaves the battlefield, that card returns to the battlefield.)
When a Faerie is championed with this creature, tap all lands target player controls.
Champion a Merfolk (When this enters, sacrifice it unless you exile another Merfolk you control. When this leaves the battlefield, that card returns to the battlefield.)
Whenever this creature deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.
At the beginning of your upkeep, you lose 1 life and create a 1/1 black Faerie Rogue creature token with flying.
"It's true, the more painful the sacrifice, the more beautiful the outcome. What would you give for your desires to become reality?"
—Maralen, fae ascendant
Flying
Discard this card: Exile up to two target cards from graveyards.
She is drawn to those dreams found only in the eternal sleep.
Haste (This creature can attack and as soon as it comes under your control.)
Other Goblin creatures you control get +1/+1 and have haste.
Rotscab looked ridiculous, and his warren-mates were unbearably envious.
This creature doesn't untap during your untap step.
Whenever a creature dies, untap this creature.
: This creature deals 1 damage to any target.
Shadowmoor boggarts fondly remember their first kill. And their second. And their third . . .
Create a token that's a copy of target creature, except it has haste and "At the beginning of the end step, exile this token."
For one glorious moment, the flamekin's heart showed him his blazing potential.
: Add .
Put a -1/-1 counter on this creature: Untap this creature.
Lasting beauty is to give more than you take.
Shroud (This enchantment can't be the target of spells or abilities.)
: Put X tower counters on this enchantment.
At the beginning of your upkeep, if there are 100 or more tower counters on this enchantment, you win the game.
Other Elves you control get +1/+1.
Whenever you cast an Elf spell, you may pay . If you do, draw a card.
"Change is hard, but necessary. We must realize a world in which elves are guided not by superiority but by harmony."
When this creature enters, draw a card for each green creature you control.
Not as old as the yews, nor as strong as the giants, nor as discerning as the elves, yet lord over them all.
Add two mana in any combination of colors.
Draw a card.
"No, Oona was not the source of this world's magic. I hear the land's heart beating to a more primal rhythm."
Whenever this creature or another Elemental you control enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
During the Invasion, the Phyrexians agreed there were some things that were not worth compleating.
Prevent all combat damage that would be dealt to attacking creatures you control.
Few giants remember the magic woven into the stone gates, the final gift of a wandering ascetic who died eons ago.
As this artifact enters, choose a creature type.
Whenever you cast a spell of the chosen type, put a charge counter on this artifact.
Creatures you control of the chosen type get +1/+1 for each charge counter on this artifact.
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.
A wandering palette seeking a master's hand to give it purpose.
You may activate abilities of creatures you control as though those creatures had haste.
, : Untap target creature.
Was it a thousand years old, or would it make you live for a thousand years? The boggart didn't ask.
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Whenever you cast an instant or sorcery spell, create a 1/1 blue Bird Illusion creature token with flying.
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 another nontoken creature you control dies, draw a card.
Flash
When this creature enters, copy target instant or sorcery spell. You may choose new targets for the copy.
: Add .
: Draw a card. Activate only if you have exactly seven cards in hand.
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
You can't cast permanent spells.
, : Add . When you next cast a spell this turn, exile cards from the top of your library until you exile an instant or sorcery card with lesser mana value. Until end of turn, you may cast that card without paying its mana cost. Put each other card exiled this way on the bottom of your library in a random order.
You have no maximum hand size.
If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard.