Return this enchantment to its owner's hand: Draw three cards, then discard four cards.
"The solution can hide for only so long."
—Urza
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
, Sacrifice a permanent: Return target creature to its owner's hand.
"Knowledge is no more expensive than ignorance, and at least as satisfying."
—Barrin, master wizard
Draw two cards, then discard a card.
"Without order comes errors, and errors kill on Tolaria."
—Barrin, master wizard
Enchant creature
Enchanted creature can't be blocked.
"All we could lose, we did. All we could keep, we do. And both are shrouded by mists."
—Barrin, master wizard
Enchant permanent
You control enchanted permanent.
"I don't understand why he works so hard on a device to duplicate a sound so easily made with hand and armpit."
—Barrin, progress report
It is not unusual for a single family of coral merfolk to spend centuries carefully guiding the growth of the reefs where they make their home.
Each player returns a creature they control to its owner's hand.
". . . But I'm not tired!"
: Counter target spell unless its controller pays .
"Teferi is a problem student. Always late for class. No appreciation for constructive use of time."
—Barrin, progress report
: Counter target red spell.
The academy's libraries were protected by fire-prevention spells. Even after the disaster, the books were intact—though forever sealed in time.
Flying
At the beginning of your upkeep, sacrifice this creature unless you pay .
Cycling (, Discard this card: Draw a card.)
Attach target Aura attached to a creature or land to another permanent of that type.
Prevent all damage that would be dealt to you by sources you don't control.
When a card is put into your graveyard from anywhere, sacrifice this enchantment.
Creatures and lands target opponent controls don't untap during their next untap step.
The mage felt as though he'd been in the stasis suit for days. Upon his return, he found it was months.
Defender (This creature can't attack.)
Flying
Prevent all combat damage that would be dealt to and dealt by this creature.
Flying
When this creature enters, exchange control of this creature and up to one target creature an opponent controls. If you don't or can't make an exchange, sacrifice this creature. This ability still resolves if its target becomes illegal.
Buyer beware.
When this creature enters, untap up to seven lands.
"As a great whale dies, it flips onto its back. And so an island is born."
—Mariners' legend
Enchant creature
Enchanted creature has ": This creature deals 1 damage to any target."
"Books can be replaced; a prize student cannot. Be patient."
—Urza, to Barrin
Return all green permanents to their owners' hands.
On its way to the cave, the armadillo brushed by a sapling. It awoke to find a full-grown tree blocking its path.
: Untap this creature.
In the final days before the disaster, all the crabs on Tolaria migrated from inlets, streams, and ponds back to the sea. No one took note.
At the beginning of your upkeep, if you have a card in hand, return this creature to its owner's hand.
"It followed me home. Can I keep it?"
Enchant creature
Enchanted creature has flying.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
At the beginning of your upkeep, you may put a verse counter on this enchantment.
Sacrifice this enchantment: Counter target spell unless its controller pays , where X is the number of verse counters on this enchantment.
Enchant land
Enchanted land is an Island.
Cycling (, Discard this card: Draw a card.)
Birds frozen in flight. Sea turned to glass. Tolaria hidden in a mirror.
: Untap this creature.
: This creature gains flying until end of turn.
: This creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
: This creature gets +1/-1 until end of turn.
: This creature gets -1/+1 until end of turn.
Flying
Cycling (, Discard this card: Draw a card.)
The mages of Tolaria found strange ways to spend their free time. Occasionally they had contests to see whose kite was eaten last.
Enchant creature
Enchanted creature has "At the beginning of your upkeep, sacrifice this creature unless you pay its mana cost."
Devoured by the mists, Tolaria was stuck in time, trapped between two eternal heartbeats.
Flying
When this creature enters, untap up to five lands.
That the Tolarian mists parted for the drakes was warning enough to stay away.
Counter target spell unless its controller pays . If that player doesn't, they tap all lands with mana abilities they control and lose all unspent mana.
Enchant enchantment
At the beginning of the upkeep of enchanted enchantment's controller, that player loses 2 life unless they pay .
Cycling (, Discard this card: Draw a card.)
At the beginning of your upkeep, you may put a verse counter on this enchantment.
, Sacrifice this enchantment: Return up to X target permanents to their owners' hands, where X is the number of verse counters on this enchantment.
Return target permanent to its owner's hand.
Cycling (, Discard this card: Draw a card.)
Counter target spell. Untap up to four lands.
"Time flows like a river. In Tolaria we practice the art of building dams."
—Barrin, master wizard
Cycling (, Discard this card: Draw a card.)
You are not prey until a predator knows of your existence.
Cycling (, Discard this card: Draw a card.)
Treacherous and unpredictable currents around Tolaria earned the nickname "serpent wakes."
Each player may put an artifact, creature, enchantment, or land card from their hand onto the battlefield.
At the academy, "show and tell" too often becomes "run and hide."
Flying
Whenever this creature deals damage to a player, tap target creature that player controls. That creature doesn't untap during its controller's untap step for as long as this creature remains on the battlefield.
Flying
When this creature enters, look at the top four cards of your library, then put them back in any order.
When this creature enters, return target artifact or enchantment to its owner's hand.
"I preferred the harsh tutors—they made mischief all the more fun."
—Teferi, third-level student
Target player draws X cards.
After a hundred failed experiments, Urza was stunned to find that common silver passed through the portal undamaged. He immediately designed a golem made of the metal.
Return all lands to their owners' hands.
The flow of time was disrupted; like a flooding river it rose from its banks. Tolaria was drowned in an instant that stretched toward infinity.
Your opponents play with their hands revealed.
"The most disappointing thing about learning telepathy is finding out how boring people really are."
—Teferi, fourth-level student
Exile Time Spiral. Each player shuffles their hand and graveyard into their library, then draws seven cards. You untap up to six lands.
Discard all the cards in your hand, then draw that many cards.
Afterward, Tolaria's winds were like the whispers of lost wizards, calling for life.
Choose artifact, creature, or land. Tap all untapped permanents of the chosen type target player controls, or untap all tapped permanents of that type that player controls.
The best cure for a big ego is a little failure.
When an opponent casts a spell, if this permanent is an enchantment, it becomes a 1/1 Bird creature with flying.
When wind marries sky, even the bride's veil sings her praises.
When an opponent casts a spell, if this permanent is an enchantment, it becomes a 3/3 Illusion creature with flying and "At the beginning of your upkeep, sacrifice this creature unless you pay ."
When a player has no cards in hand, if this permanent is an enchantment, it becomes a 4/4 Crocodile creature.
Some roads are paved with bad intentions.
When an opponent casts a spell, if this permanent is an enchantment, it becomes an Illusion creature with power and toughness each equal to that spell's mana value.
When an opponent casts a spell, if this permanent is an enchantment, it becomes a 4/4 Serpent creature with "This creature can't attack unless defending player controls an Island."
Cycling (, Discard this card: Draw a card.)
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
"To fill your mind with knowledge, we must start by emptying it."
—Barrin, master wizard
: Return this creature and target creature you control to their owner's hand.
Although some of the students quickly grasped the concept, the others could summon only blackboards.
Flying
Shroud (This creature can't be the target of spells or abilities.)
Once you've seen one, you'll understand why spells won't go near them.
Enchant creature
Enchanted creature gets +2/+2 and has flying and shroud. (It can't be the target of spells or abilities.)
Spells will shun you, as will everyone else.
Flying
When this creature enters, target player discards two cards.
It has no face of its own—it wears that of its latest victim.
Destroy target land or nonblack creature. It can't be regenerated.
"The land putrefied at its touch, turned into an oily bile in seconds."
—Radiant, archangel
Whenever a green creature dies, its controller discards a card.
"Grief is as useless as love."
—Gix, Yawgmoth praetor
Sacrifice this creature: Add .
"They are bred to suffer and born to die. Much like humans."
—Gix, Yawgmoth praetor
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
"Let weak feed on weak, that we may divine the nature of strength."
—Phyrexian Scriptures
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)