Flying, first strike
Bitter vengeance never glowed so bright nor sang so sweet.
Flying
, Discard a card: This creature gets +1/+2 until end of turn.
The very skies seethe with the aven's hatred for the Cabal.
Destroy all enchantments.
Threshold — If there are seven or more cards in your graveyard, instead destroy all enchantments, then return all cards in your graveyard destroyed this way to the battlefield.
If any source would deal 1 or more damage to a permanent or player this turn, it deals 2 damage to that permanent or player instead.
Draw a card.
Enchant creature
As this Aura enters, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura.
Sacrifice this Aura: Target creature gains protection from the chosen color until end of turn.
Destroy target enchantment.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
By definition, madness ends in one of two ways: clarity . . . or death.
, Discard a card: Prevent the next 3 damage that would be dealt to any target this turn.
, Sacrifice this enchantment: Prevent the next 3 damage that would be dealt to any target this turn.
Flying
, Sacrifice Major Teroh: Exile all black creatures.
"I am the holy wind that shall avenge the Cabal's victims."
Vigilance
: Prevent the next 1 damage that would be dealt to any target this turn.
Exile all graveyards.
"The spirits of the righteous shall rise into the sky. Even dirtwalkers will fly like aven."
—Major Teroh
Flying
Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1 and has protection from black.
They soar, and the mystics follow.
Prevent all damage a source of your choice would deal this turn.
"Inhale life. Exhale pain."
—Mystic elder
Vigilance
Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1, is black, and has ", : Destroy target white creature."
Vigilance
Threshold — As long as there are seven or more cards in your graveyard, this creature has "When this creature dies, you may pay . If you do, return this card to the battlefield under your control."
Tap target untapped creature you control. If you do, it deals damage equal to its power to target attacking or blocking creature an opponent controls.
Flashback—, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
: Each player loses 1 life for each Swamp they control.
"How to punish the guilty is up to the Ancestor. Deciding who merits such punishment is up to me."
Enchant creature
Enchanted creature gets +1/+2 and has protection from black.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Don't mistake isolation for safety.
When this creature enters, you gain 4 life.
The light of reason follows them even into battle.
Flash
Threshold — As long as there are seven or more cards in your graveyard, this creature has "When this creature enters, creatures you control gain protection from black until end of turn."
You don't lose the game for having 0 or less life.
When you have 20 or more life, you lose the game.
Whenever you lose life, you gain 2 life for each 1 life you lost. (Damage dealt to you causes you to lose life.)
As an additional cost to cast this spell, discard X cards.
Exile X target attacking creatures.
Teroh dreams of his enemies' doom.
Change the text of target spell or permanent by replacing all instances of one color word with another. (This effect lasts indefinitely.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
: Target player mills three cards.
"He smiles with poisoned lips."
—Empress Llawan
Discard a card: Switch this creature's power and toughness until end of turn.
Some tides need no moon.
Flying
: This creature gets +1/+1 until end of turn.
"Power, gold, crackers—every bird has its price."
—Chainer, dementia master
Draw four cards, then choose X cards in your hand and discard the rest.
The ideas came flooding in so fast that they couldn't all be contained.
Whenever this creature becomes the target of a spell or ability, mill two cards.
It's easy to tell the difference between the devious cephalids and the trustworthy ones. The trustworthy ones are dead.
Whenever this creature becomes the target of a spell or ability, mill three cards.
, : Prevent all combat damage that would be dealt to and dealt by target creature you control this turn.
Threshold — As long as there are seven or more cards in your graveyard, this creature has "When this creature enters, draw three cards, then discard two cards."
Sacrifice this creature: Target creature loses protection from black until end of turn.
The cautious are wary of their enemies. The wise are also wary of their friends.
At the beginning of your upkeep, put a shred counter on this creature. Then mill a card for each shred counter on this creature.
Return target creature and target land to their owners' hands.
"Magic is like the tide—both ebb, both flow, and both serve my whims."
—Empress Llawan
Counter target spell unless its controller pays for each card in your graveyard.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
, Discard a card: Draw a card.
, Sacrifice this enchantment: Draw a card.
Enchant green or white creature
Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you discard a card."
Target player draws two cards.
Flashback—, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"The specimen seems to be broken."
Mill seven cards. At the beginning of the next end step, exile seven cards from your graveyard.
"My enemies will forget everything but their anguish."
—Ambassador Laquatus
Enchant creature
Enchanted creature gets +1/+1 and has flying.
Discard a card: Return enchanted creature to its owner's hand.
, Sacrifice this creature: Counter target spell that targets a creature you control.
In front of every strong leader is a pool of loyal bodyguards.
Flying
, Sacrifice this creature: Counter target spell that targets a creature you control.
"The only kind of water that should fly through the air is rain."
—Kamahl, pit fighter
Counter target spell with mana value 3 or less. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
When Llawan enters, return all blue creatures your opponents control to their owners' hands.
Your opponents can't cast blue creature spells.
Draw a card.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
The question strained his sanity. The answer snapped it in half.
Until end of turn, if target player would draw a card, instead that player skips that draw and you draw a card.
"Are you thinking what I'm thinking?"
Flying
Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1, is black, and has ", : Destroy target blue creature."
Reveal a card in your hand, then put that card onto the battlefield if it has the same name as a permanent.
An army from a soldier, a flock from a bird, a school from a fish . . . a profit from an atrocity.
Flying
Discard a card: Return this creature to its owner's hand.
"I am as the wind that bears me: harsh yet gentle, fleeting yet ever-present. Together we fly beyond imagination."
Enchant creature
When this Aura enters, draw a card.
Enchanted creature's activated abilities can't be activated.
Just because your eyes are open doesn't mean you're awake.
As an additional cost to cast this spell, discard X cards.
Return X target nonland permanents to their owners' hands.
Laquatus dreams of seizing control.
Flying
Threshold — As long as there are seven or more cards in your graveyard, this creature gets +2/+2 and has "When this creature becomes the target of a spell or ability, sacrifice it."
Add .
Threshold — Add instead if there are seven or more cards in your graveyard.
"Each syllable chills your veins. Each word rattles your mind."
—Cabal Patriarch
, , Exile two cards from your graveyard: Return target creature card from your graveyard to your hand.
"Clerics give up when their patients die. Can I help it if I'm more compassionate?"
, : Target creature gets -1/-1 until end of turn.
Threshold — , : Target creature gets -2/-2 until end of turn. Activate only if there are seven or more cards in your graveyard.
Whenever this creature attacks or blocks, any player may exile a card from their graveyard. If a player does, this creature assigns no combat damage this turn.
"Just what I need—more competition."
—Cabal grave robber
Whenever this creature attacks or blocks, any player may exile three cards from their graveyard. If a player does, this creature assigns no combat damage this turn.
Since it eats only carrion, sometimes it needs to make some from scratch.
All Nightmares get +1/+1.
, Pay 3 life: Put target creature card from a graveyard onto the battlefield under your control. That creature is black and is a Nightmare in addition to its other creature types.
When Chainer leaves the battlefield, exile all Nightmares.
Target player sacrifices a creature of their choice.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
The pits have their own form of mercy.
Target creature gets -2/-2 until end of turn.
Flashback—, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
At the beginning of your upkeep, you lose 1 life.
At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step.
When this creature enters, exile another target creature.
When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.