Target creature gets +2/+2 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
It's never good to walk into an ambush, but with the right spell you might walk out again.
Flying
Whenever this creature attacks, each attacking Human gains flying until end of turn.
"It is hope, hooved and winged."
—Cymede, queen of Akros
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Flying, first strike
Enchanted creature gets +4/+4 and has flying and first strike.
Enchant Mountain you control
When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield. (That creature returns under its owner's control.)
Enchant creature
When this Aura enters, draw a card.
Enchanted creature gets +0/+2.
"Training and studies aid a soldier in meager amounts. The gods do the rest."
—Brigone, soldier of Meletis
Up to two target creatures each get +2/+2 until end of turn.
"The people of Akros must learn from our leonin adversaries. If we match their staunch ferocity with our superior faith, we cannot fail."
—Cymede, queen of Akros
Flying
: Prevent the next 1 combat damage that would be dealt to you this turn.
The awards and medals of polis-dwellers mean nothing to griffins, but they repay acts of generosity.
Destroy target attacking or blocking creature.
The last thing to go through the cyclops's mind was a twelve-ton block of marble.
[+1]: Create three 1/1 white Soldier creature tokens.
[−3]: Destroy all creatures with power 4 or greater.
[−7]: You get an emblem with "Creatures you control get +2/+2 and have flying."
: Tap target creature with power 3 or less.
"When you threaten the sanctity of the polis, you insult Ephara herself. If she doesn't smite you, I will."
When this creature enters, create a number of 1/1 white Soldier creature tokens equal to your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Double strike
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on it.
"You. Poet. Be sure to write this down."
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature and prevent all damage that would be dealt to it this turn.
Enchant creature
When enchanted creature dies, return that card to the battlefield under its owner's control. Return this card to the battlefield attached to that creature at the beginning of the next end step.
Exile target white permanent.
No foe is more hated than the former friend.
Target creature you control gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.)
Scry 1.
Honor the gods of Theros, and they will return the favor.
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Other creatures you control have vigilance.
: Create a 2/1 white Cleric enchantment creature token.
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Whenever this creature or enchanted creature attacks, tap target creature an opponent controls.
Enchanted creature gets +3/+3.
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Enchanted creature gets +1/+1 and has lifelink.
Vigilance
: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
As long as this creature is monstrous, it has reach and can block an additional ninety-nine creatures each combat.
When this creature enters, if you control an enchantment, you gain 3 life.
"The best lessons are not the ones I teach. They are the ones the pupils realize for themselves."
Exile target creature with power 2 or less. Its controller gains 4 life.
In time, all things turn to dust. Some things just take less time.
When this creature enters, you may tap target creature.
Formerly oppressed by the polis of Meletis, leonin occasionally "mistake" their old enemies for game.
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Vigilance
Enchanted creature gets +2/+2 and has vigilance.
Enchant creature
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura.
When you sacrifice this Aura, you gain 10 life.
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on each creature you control.
His soldiers etch his words on the insides of their shields, their inspiration always in sight during battle.
Destroy target enchantment. You gain 3 life.
The works of one god last only as long as the patience of another.
: Each opponent loses 1 life. You gain life equal to the life lost this way.
She asks pointed questions of the dead who wait for Athreos, learning of life from those who are about to leave it.
Heroic — Whenever you cast a spell that targets this creature, you gain 2 life.
"Your god teaches you only how to kill. Karametra teaches me to defend what I hold dear. That is why I will prevail."
Flying
: This creature gets +2/+2 until end of turn. Activate only once each turn.
Most griffins must be caught and broken into the service of the polis. Not so in Setessa, where they volunteer.
On the fourth day they passed through a forest of immense stacked stones. Althemone, youngest of the companions, called these pillars the work of a god, but the Champion knew better. She quickened her pace.
—The Theriad
Protection from multicolored
Whenever an opponent casts a multicolored spell, you gain 1 life.
"I hear the gods' voices in my dreams each night, and I offer bloody trophies on their altars each day."
Creatures you control get +1/+1.
, : Destroy target creature that dealt damage to you this turn.
Legend speaks of the Sun Spear, the mighty weapon that can strike any point in Theros, even the depths of the Underworld.
The Champion and the philosopher Olexa returned from the opposing camp at dusk. Behind them, the enemy raised sail and departed, breaking the siege. When asked what the two had done, the Champion replied, "We spoke to them."
—The Theriad
Destroy target creature with power 4 or greater. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Flying
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
Trust is the only bridle a pegasus will accept.
It was in fields of grain, not fields of battle, that the Champion learned to bear the yoke of duty to the gods. She worked the land long before she was called on to defend it.
—The Theriad
Counter target artifact or enchantment spell.
"Why pray to the gods, who feed on your worship? Dissolve your illusions and see the true nature of things."
—Xenagos, the Reveler
Enchant creature
Enchanted creature can't be blocked.
Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Heroic — Whenever you cast a spell that targets this creature, you may have this creature become a copy of target creature, except it has this ability.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
"Some fates you can see coming for you, plain as day, and there's nothing you can do about them."
—Callaphe the mariner
Whenever a creature you control deals combat damage to a player, you may draw a card.
, : Creatures your opponents control attack this turn if able.
The wills of mortals shift as the tide ebbs and flows.
Flash (You may cast this spell any time you could cast an instant.)
When this creature enters, untap another target creature you control.
Don't try to ride this steed unless you've got gills too.
Flying
: This creature can block an additional creature this turn.
Seeing a chimera overhead foretells good fortune, but only because seeing one any closer foretells dismemberment.
, Sacrifice this creature: It deals 2 damage to any target.
He calls upon both the currents in the sea and the current in the clouds.
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
Another imminent battle subsided in busy snuffling and carefree rooting.
Counter target spell. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
"You thought only the gods could stop you?"
Enchant creature
When this Aura enters, draw a card.
When enchanted creature dies, its controller draws a card.
The tale of her life was already written, but that didn't mean she could predict the ending.
Counter target blue spell.
"You dryfolk must take the air for granted. You constantly insist on wasting it."
—Kenessos, priest of Thassa
Put target creature on top of its owner's library.
When the sea god Thassa wishes to speak with a mortal, she does not issue a summons or grant a vision requesting a visit. The sea simply brings her guest before her.
Flying
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Target creature gets -3/-0 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Even those who leave the labyrinth never escape it, forever dreaming of their time trapped within.
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.)
, : The controller of target instant or sorcery spell copies it. That player may choose new targets for the copy.
"Every object has an echo in the Æther beyond the world. Every idea has a shadow that can be brought to light."
Defender
When this creature enters, you may return target instant or sorcery card from your graveyard to your hand.
"It augments anamnesis. What is so confusing about that?"
—Perisophia the philosopher
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Flying
Enchanted creature gets +2/+2 and has flying.
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Her prophecies amaze her even as she speaks them.
Enchant creature
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura.
When you sacrifice this Aura, draw two cards.
Flying
Whenever you cast an instant or sorcery spell, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Flying
Discard a card: This creature gains hexproof until end of turn. Tap it.
Whenever this creature attacks, scry 3.