Flying
Landfall — Whenever a land you control enters, you may exile target nonland permanent other than this creature.
When this creature leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
Multikicker (You may pay an additional any number of times as you cast this spell.)
Flying
This creature enters with a +1/+1 counter on it for each time it was kicked.
Flying
Whenever this creature or another creature you control with flying enters, you may gain life equal to that creature's power.
Until Emeria is freed, he raises his sword in her name.
First strike
"Murasan hurdas were too aggressive to tolerate a harness, so we put them on guard duty. Now the bandits can't get within spitting distance of us."
—Bruse Tarl, Goma Fada nomad
Landfall — Whenever a land you control enters, this creature gains flying until end of turn.
"We're making progress, but its desire to explore still far exceeds its ability."
—Amadi, Halimar griffin-master
Enchant land
Enchanted land is a 2/6 white Wall creature with defender. It's still a land.
When enchanted land dies, return that card to its owner's hand.
Whenever this creature or another Ally you control enters, you may put a +1/+1 counter on this creature.
"I toiled in Kazuul's mines when I was eight. I think I'm tough enough for a little hiking."
Exile target creature or enchantment.
Beneath the gaze of angels, only the righteous may stand without fear.
Create two 1/1 white Soldier Ally creature tokens.
Expeditionary houses are notorious for their rivalries. But when adventurers meet in the wilderness, the instinct for mutual survival outweighs petty grudges.
As long as this creature is equipped, it gets +1/+1 and has flying.
Carving lines through the sky, kite sailors map trails for the pilgrims below to follow.
Protection from red
Whenever a player casts a red spell, you may gain 1 life.
"A river of lava is just another river to cross."
Multikicker (You may pay an additional any number of times as you cast this spell.)
Flying
When this creature enters, you gain 2 life for each time it was kicked.
This creature gets +1/+2 as long as you control a Forest.
In Zendikar, today's grassland could be tomorrow's jungle, and hunting grounds change as quickly as the weather.
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
"Give me a sturdy rope over the advice of any so-called expert. I can thread the dark wilds better than anyone."
Multikicker (You may pay an additional any number of times as you cast this spell.)
Creatures you control get +1/+1.
When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.
Defender
Whenever a creature you control with defender blocks, you may gain 2 life.
"We stand between the jaws of chaos and the mantle of order."
If an opponent cast a red instant or sorcery spell this turn, you may pay rather than pay this spell's mana cost.
Prevent the next 3 damage that a source of your choice would deal to you and/or permanents you control this turn. If damage is prevented this way, Refraction Trap deals that much damage to any target.
Target player gains 4 life.
Landfall — If you had a land enter the battlefield under your control this turn, that player gains 8 life instead.
Zendikar is a brutal taskmaster, but sometimes it offers unexpected solace.
, : Exile target land you control, then return it to the battlefield under your control.
The Forsaken Ones haunt the ruins that flicker in and out of the spirit realm. Such sites are hard to find and even harder to loot.
When this creature enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
, : You may put an Equipment card from your hand onto the battlefield.
Whenever this creature or another Ally you control enters, you may have Allies you control gain lifelink until end of turn, and you may put a +1/+1 counter on this creature.
"Why fill pockets with gold when you can fill hearts with conviction?"
All lands have indestructible.
"If this world could make a wish, it would be to survive the parasites who loot its treasures and threaten its life force."
—Saidah, Joraga hunter
Target creature gets +1/+1 until end of turn. Untap that creature.
"Assume everything wants to kill you. At the very least, assume everything wants what's in your pack."
Return target permanent you control and target permanent you don't control to their owners' hands.
"The wind smells of misfortune. Check your knots."
—Anitan, Ondu cleric
Shroud (This creature can't be the target of spells or abilities.)
Landfall — Whenever a land you control enters, you may switch this creature's power and toughness until end of turn.
Counter target instant spell.
The Jwari winds undo reality as easily as they scatter a pile of leaves.
Multikicker (You may pay an additional any number of times as you cast this spell.)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
This creature enters with a +1/+1 counter on it for each time it was kicked.
Flying
He makes his home on the tallest mountain in Sejiri, where the vista is as endless as his patience.
Whenever this creature or another Ally you control enters, target player mills X cards, where X is the number of Allies you control.
Flying, protection from lands
Using thermal updrafts and gravity currents, drakes eat and sleep in the air. Some never touch the ground from birth until death.
[+2]: Look at the top card of target player's library. You may put that card on the bottom of that player's library.
[0]: Draw three cards, then put two cards from your hand on top of your library in any order.
[−1]: Return target creature to its owner's hand.
[−12]: Exile all cards from target player's library, then that player shuffles their hand into their library.
You may have this creature enter as a copy of any Ally creature on the battlefield.
"The best expedition would be an entire team of me."
Draw two cards.
Landfall — If you had a land enter the battlefield under your control this turn, draw three cards instead.
"The Roil is destructive, but not random. It's Zendikar's way of revealing secrets."
—Ilori, merfolk falconer
If an opponent had a green creature enter the battlefield under their control this turn, you may pay rather than pay this spell's mana cost.
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
At the beginning of your upkeep, you may look at the top card of your library. If it's a creature card, you may reveal it and put a quest counter on this enchantment.
At the beginning of each end step, if there are three or more quest counters on this enchantment, you may put a Kraken, Leviathan, Octopus, or Serpent creature card from your hand onto the battlefield.
As long as you control a Plains, this creature has first strike and lifelink. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
Search your library for any number of nonland cards, exile them, then shuffle.
"I of all people know that memory is not a safe place to hide valuables."
—Jace Beleren
Multikicker (You may pay an additional any number of times as you cast this spell.)
Counter target spell unless its controller pays . Draw a card for each time Spell Contortion was kicked.
When this creature enters, you may return target tapped creature to its owner's hand.
Surrakar grab things they don't want.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever Thada Adel deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles. Until end of turn, you may play that card.
, : You may tap or untap another target creature.
Landfall — Whenever a land you control enters, you may untap this creature.
Ebb and flow, high tide and low, quick as sand and just as slow.
Reveal cards from the top of your library until you reveal a nonland card, then put all cards revealed this way into your hand.
"The longer the journey, the more one learns."
—Isanke, Halimar seastalker
You may tap or untap target artifact, creature, or land.
Draw a card.
"The flow is diverted. Your path is clear. What are you waiting for—the cave to bid you welcome?"
—Maizah Shere, Tazeem lullmage
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, sacrifice this Aura unless you return a land you control to its owner's hand.
Multikicker (You may pay an additional any number of times as you cast this spell.)
Flying
When this creature enters, up to X target creatures gain flying until end of turn, where X is the number of times this creature was kicked.
Enchant land
Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land.
When enchanted land dies, return that card to its owner's hand.
Flying, trample
You can't win the game and your opponents can't lose the game.
His slaves crave death more than they desire freedom. He denies them both.
: Put target creature card from an opponent's graveyard onto the battlefield under your control if its mana value is less than or equal to the number of Allies you control.
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
"So many have died in search of that map. And now it appears in the hands of the arrogant child Chandra Nalaar."
Multikicker (You may pay an additional any number of times as you cast this spell.)
When this creature enters, target opponent discards a card for each time it was kicked.
This creature can't block.
Whenever this creature or another Ally you control enters, you may put a +1/+1 counter on this creature.
"I don't do tactics. I don't do guard duty. I do damage. Take it or leave it."
Enchant creature or land
When enchanted permanent becomes tapped, destroy it.
"You always have a choice. That doesn't mean you always have a good choice."
—Alubri, Guul Draz gatekeeper
Flying
Whenever this creature or another creature you control dies, each opponent sacrifices a creature of their choice.
His verdict is always guilty. His sentence is always death.
Landfall — Whenever a land you control enters, you may have target creature get -1/-1 until end of turn.
Novice explorers can mistake the acid-carved stone lairs for ancient ruins. They rarely survive to learn better.
Enchant land
Enchanted land is a 3/3 black Ooze creature. It's still a land.
When enchanted land dies, return that card to its owner's hand.
You may put target creature card from your graveyard on top of your library. If you do, Dead Reckoning deals damage equal to that card's power to target creature.
Many venture out to hunt for treasures. Others lie in wait to hunt the hunters.
This creature gets -X/-X, where X is your life total.
The shadow of the candle looms tall even as its light grows dim.
Flying
"You know how to tell a sapling explorer from an old hardhead? See which one mistakes a swarm of jagwasps for the setting sun."
—Chadir the Navigator
Whenever this creature or another Vampire you control dies, you may pay . If you do, target player loses 2 life and you gain 2 life.
Each of Malakir's great families boasts a contingent of nulls appropriate to its rank in society.
Target player reveals a number of cards from their hand equal to the number of Swamps you control. You choose one of them. That player discards that card.
As the bridge snapped, Berko was sure he heard the swamp laughing at him.