Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Flash
Flying
When this creature enters, counter target spell. Put X +1/+1 counters on this creature, where X is that spell's mana value.
When this creature enters, return a permanent you control to its owner's hand.
What happens when it is the dream that wakes and the sleeper that fades into memory?
, , Discard a card, Sacrifice a land: Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
He's mastered the art of sleight of land.
Shadow (This creature can block or be blocked by only creatures with shadow.)
At the beginning of your upkeep, sacrifice this creature unless you pay .
They study the deeds of their traitorous ancestors, hoping the stories may reveal a way back to the physical world.
Flying
Suspend 4— (Rather than cast this card from your hand, you may pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Choose target creature. Reveal cards from the top of your library until you reveal a nonland card. That creature gets +X/-X until end of turn, where X is that card's mana value. Put all cards revealed this way on the bottom of your library in any order.
Morph—Return two Islands you control to their owner's hand. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, draw two cards.
Scry 4, then draw two cards.
Wind time's watch, and watch time unwind.
Flying
When this creature becomes the target of a spell or ability, sacrifice it.
"Belief matters more than truth. Every moment, belief in imaginary things alters lives while truth sits unnoticed and waits."
—Hakim, Loreweaver
Shadow (This creature can block or be blocked by only creatures with shadow.)
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
: Until end of turn, this creature gets -1/-1 and gains your choice of double strike, protection from red, vigilance, or shadow. (A creature with shadow can block or be blocked by only creatures with shadow.)
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Counter target spell unless its controller pays .
"Such sloppy work. Let's unravel it and try again!"
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever this creature deals damage to an opponent, draw a card, then discard a card.
Unable to touch items of value, he goes forth to steal secrets instead.
Play with the top card of your library revealed.
You may play lands and cast spells from the top of your library.
Those gifted with the sight have one eye in the present and the other in the future.
Search your library for an instant card or a card with flash, reveal it, put it into your hand, then shuffle.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Counter target spell.
At the beginning of your next upkeep, pay . If you don't, you lose the game.
Those who expect betrayal at every turn are seldom disappointed.
Choose one —
• Target creature gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)
• Target creature gets +2/-1 until end of turn.
• Target player discards a card.
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Some spellcrafting mistakes go on to become spells of their own.
As this creature enters, it becomes your choice of a 3/3 creature, a 2/2 creature with flying, or a 1/6 creature with defender.
Tocasia brushed the gears and cogs from the table. There, before two wide-eyed brothers, she began a lesson on raw elemental magic.
Enchant permanent
Vanishing 3 (This Aura enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When this Aura leaves the battlefield, enchanted permanent's controller sacrifices it.
Flying
When this creature enters, return target permanent to its owner's hand.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Whenever this creature deals combat damage to a player, that player discards a card.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
: This creature gains flying until end of turn.
, Sacrifice this creature: Draw a card.
"A horrible sight, yes, but the sounds . . . Its twanging tendons and grinding gears are almost musical."
—Brudiclad, Telchor engineer
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, target creature gets +2/-2 or -2/+2 until end of turn.
This creature can't attack unless defending player controls an Island.
When you control no Islands, sacrifice this creature.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
You may exile a blue card from your hand rather than pay this spell's mana cost.
Return target creature to its owner's hand.
"If it returns years hence, our knowledge of how to combat it will be that much greater."
—Andorel, Tolarian sentinel
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Counter target spell with mana value X.
Flying
Sacrifice this creature: Counter target spell unless its controller pays .
Drakelings fish with their tails, angling to snare succulent thoughts and memories on their psychic hooks.
Flying
This creature can block only creatures with flying.
: This creature gets +2/+0 until end of turn and deals 1 damage to you.
As fickle as lightning, as slippery as an eel.
Flash
Creature cards you own that aren't on the battlefield have flash.
Each opponent can cast spells only any time they could cast a sorcery.
To save this plane, he must forsake all others.
Draw a card.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"Great books are meant to be read, then read again backwards or upside down!"
—Ettovard, Tolarian archivist
Morph
When this creature is turned face up, choose one —
• Remove two time counters from target permanent or suspended card.
• Put two time counters on target permanent with a time counter on it or suspended card.
Flying
, , Discard a card: Return target permanent you control to its owner's hand.
"It is not just our people I try to rescue. It is our culture, and our hope that we can return to greatness."
Suspend 4— (Rather than cast this card from your hand, you may pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
When the last time counter is removed from this card while it's exiled, creatures can't be blocked this turn.
Flash (You may cast this spell any time you could cast an instant.)
When Venser enters, return target spell or permanent to its owner's hand.
His marvels of artifice pale in comparison to the developing machinery of his mind.
As this creature enters or is turned face up, you may choose another creature on the battlefield. If you do, until this creature is turned face down, it becomes a copy of that creature, except it has "At the beginning of your upkeep, you may turn this creature face down."
Morph
Buyback—Sacrifice three Islands. (You may sacrifice three Islands in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.)
Target player takes an extra turn after this one.
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.)
"I swear the clouds were created just so the drakes would have a place to lurk."
—Kasharri, skyknight
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Return target permanent to its owner's hand.
An eyeblink later, all that remained of the tree-beast was the breeze of its momentum.
Destroy target tapped creature.
The rulers of old Dominaria kept assassins on retainer. However, the true loyalty of these master killers was always to their peers. This elite community survived the fall of the old royal order.
When this creature enters, destroy target creature with power 4 or greater. It can't be regenerated.
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.)
: Target player loses 1 life.
, : Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.
One croaked sermon spreads propaganda and plague.
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
Suspend 5— (Rather than cast this card from your hand, you may pay and exile it with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Hellbent — This creature has shadow as long as you have no cards in hand. (It can block or be blocked by only creatures with shadow.)
Her blades slashed across the noble's shadow. He scoffed, then fell over dead.
Destroy all creatures. They can't be regenerated.
Destroy target nonblack creature.
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.)
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When this creature dies, if it had no time counters on it, create a 6/1 green Insect creature token with shroud. (It can't be the target of spells or abilities.)
At the beginning of your upkeep, put a spore counter on this creature.
Remove three spore counters from this creature: Create a 1/1 green Saproling creature token.
Sacrifice a Saproling: Target creature gets -1/-1 until end of turn.
Flying, haste
Echo—Discard a card. (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
Return target creature card from your graveyard to the battlefield.
Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Those who forget the horrors of the past are doomed to re-meet them.
Protection from green
At the beginning of each end step, if this creature dealt damage to an opponent this turn, put a +1/+1 counter on it.
Tales of the outlaw's cruelty and might grew more embellished with each crime.
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, enchanted creature deals 1 damage to its owner.
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for all cards with the same name as that card and exile them. Then that player shuffles.
Shadow (This creature can block or be blocked by only creatures with shadow.)
When this creature enters, exile another target creature with shadow.
When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Flash
Enchant creature
Enchanted creature gets -2/-1.
Just a small touch of magic can harness the debilitating power of Urborg's poisonous winds.
Whenever this creature blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.
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.)
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.)
When this creature enters, if its madness cost was paid, you may return target creature card from a graveyard to its owner's hand.
Target creature gets -3/-3 until end of turn.
Cycling (, Discard this card: 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.)
All damage that would be dealt this turn to target creature you control by a source of your choice is dealt to another target creature instead.
Every new evincar cements their power with a culling as the weak are purged anew from Rath.