Each player sacrifices all permanents they control that are one or more colors.
"The emergence of the Eldrazi isn't necessarily a bad thing, as long as you've already lived a fulfilling and complete life without regrets."
—Javad Nasrin, Ondu relic hunter
When you cast this spell, you may return target creature card from your graveyard to the battlefield.
Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
Enchant creature
Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents of their choice.)
The barest taste of Eldrazi power shatters both realms and identities.
This spell can't be countered.
When you cast this spell, take an extra turn after this one.
Flying, protection from spells that are one or more colors, annihilator 6
When Emrakul is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
[+4]: Target player exiles a card from their hand.
[−3]: Exile target permanent.
[−14]: Restart the game, leaving in exile all non-Aura permanent cards exiled with Karn. Then put those cards onto the battlefield under your control.
When you cast this spell, draw four cards.
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Kozilek is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
When you cast this spell, destroy target permanent.
Indestructible
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Ulamog is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
This creature attacks each combat if able.
"Ulamog is dead, and his brood is dying. Some of them just don't know it yet."
—Nirthu, lone missionary
First strike (This creature deals combat damage before creatures without first strike.)
When this creature enters, you gain 1 life for each card in your graveyard.
"The will of all, by my hand done."
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice this enchantment. If you do, return that card to the battlefield.
Angels watch over mortals with heavy hearts, knowing what fate awaits them in the end.
Flash
If a nontoken creature would enter and it wasn't cast, exile it instead.
Some protection requires a bit of finesse.
Enchant creature
Enchanted creature gets +1/+3.
: Return this Aura to its owner's hand.
"There is no greater coward than one who believes in nothing."
Choose one —
• Prevent all combat damage that would be dealt this turn.
• Regenerate target creature.
• Counter target spell that targets you.
Enchant creature with another Aura attached to it
Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
"Let the deception of the gods yield to the pure light of day."
—Brimaz, king of Oreskos
Flying
When this creature enters, return a permanent you control to its owner's hand.
"You have done your best. I give you leave to rest."
Enchant permanent
When this Aura enters, you gain 4 life.
Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
When this creature enters, you may exile another target creature.
When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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.
When this creature enters, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle.
The blessings of Heliod are apparent for all to see.
Aura spells you cast cost less to cast.
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
"My left has felled a cyclops. My right has slain a giant. I bring both to every fight."
Enchant creature
Enchanted creature gets +1/+1 and has first strike.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
, , Discard a card: Create two 1/1 white Citizen creature tokens.
A thousand years removed from her home, her news of war had lost its context, but not its relevance.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, return target enchantment card from your graveyard to your hand.
Every action has a foreseen purpose.
Enchant creature
Enchanted creature gets +3/+3 and has vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
, Reveal X white cards from your hand, Sacrifice this creature: You gain three times X life.
"Only in our vulnerability is there true power, and that power is life itself."
Return target creature card from your graveyard to the battlefield. Put a +1/+1 counter on it.
"I am the rock of the polis. Death only strengthens me."
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.
Creatures you control get +2/+0 until end of turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
"If you must go out at night, bring a mob."
—Master of the Elgaud Cathars
Tap up to two target creatures.
Draw a card.
A boon to those who cannot see in the dark. A bane to those who live in it.
Return target creature card from your graveyard to the battlefield.
"Think of this new life not as a gift from the angels but as a command to fight for their cause once more."
—War blessing of Serra
Flying
When this creature leaves the battlefield, return up to two target creature cards with power 2 or less from your graveyard to the battlefield.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Flying
At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield.
"You have not died until I consent."
Sacrifice this creature: Destroy target enchantment.
The aberrant magic of the Rimewind drew the unicorns back from the northern wastes to do battle once again.
As this enchantment enters, choose a card name.
You have protection from the chosen card name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)
Whenever a creature is put into your graveyard from the battlefield, you may pay . If you do, return that card to your hand.
The sigil represents an honor that endures beyond death.
Flying
Double strike (This creature deals both first-strike and regular combat damage.)
Pray her spear reaches you first. Her griffin is less kind.
Whenever a player discards a card, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
The most beautiful souls shine even in death.
Flying
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Other creatures you control have exalted. (If a creature has multiple instances of exalted, each triggers separately.)
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, you may cast this spell as though it had flash. (You may cast it any time you could cast an instant.)
Destroy target tapped creature.
Heroic — Whenever you cast a spell that targets this creature, return target creature card with mana value 2 or less from your graveyard to the battlefield.
"Death is tyranny. Like all tyranny, it must be opposed."
Defender, flying
At the beginning of your end step, you may gain life equal to the power of target creature you control.
The lives of elves are long, but their memories are longer. Even after death, they do not desert their homes.
Whenever this creature deals combat damage to a player, if you control a blue or red permanent, you may discard a card. If you do, draw a card.
"Learn from your enemies, but do not tolerate them."
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.
When this creature enters, return target nonland permanent to its owner's hand.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
"Words of power never disappear. They sleep, awaiting those with the will to rouse them."
Nonbasic lands don't untap during their controllers' untap steps.
"A ruler wears a crown while the rest of us wear hats, but which would you rather have when it's raining?"
—Barrin, Principia
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.)
Target creature gains flying until end of turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
On every plane in the Multiverse, there is magic, and someone is using it to fly.
, Mill a card: Add . (To mill a card, put the top card of your library into your graveyard.)
"Garl, adjust the slurry dispensers. Garl, fetch more corpses. Garl, quit crying and give me your brain tissue. If he doesn't stop being so rude, I'm quitting."
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
You may exile a blue card with mana value X from your hand rather than pay this spell's mana cost.
Counter target spell if its mana value is X.
, , 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.
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature gets +1/+1.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchant creature
When this Aura enters, draw two cards.
Enchanted creature has flying.
The view from above is an inspiration to the newly winged.
You may discard an Island card and another card rather than pay this spell's mana cost.
Counter target spell.
Among wizards, poor timing is the most consistent mistake.
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Draw two cards, then discard two cards. Untap up to three lands.
It took the banning of temporal manipulation at Tolaria West to teach its students the value of time.
Flying
, Sacrifice this creature: Counter target noncreature spell.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Flying
When this creature enters, put target Aura card from a graveyard onto the battlefield under your control attached to this creature.
Return target creature to its owner's hand.
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.)
"There's nothing to worry about."