Up to two target creatures each get +X/+X until end of turn, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
A common foe is the death of old hatreds.
Flying, double strike
Whenever a creature you control deals combat damage to a player, you and that player each gain that much life.
At the beginning of your end step, if you have at least 15 life more than your starting life total, each player this creature attacked this turn loses the game.
When this creature enters, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
"We shall persevere."
Flying
Each player can't cast more than one spell each turn.
Nonbasic lands your opponents control enter tapped.
"Archons dispense justice according to an ancient, and flawed, premise."
—Nissa Revane
Archpriest of Iona's power is equal to the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
Whenever you gain life for the first time each turn, create a 1/1 white Cat creature token.
: Another target Cleric gains lifelink until end of turn.
"My cats have taught me more about the sacred than anything in some old ruin."
Landfall — Whenever a land you control enters, creatures you control get +1/+1 until end of turn.
"Move, you wretched thing! You're scaring the hurdas!"
—Bruse Tarl, Goma Fada nomad
"I swing a sword. It's a simple life. A lot of adventurers just see me as some cheap muscle, but if my steel lets them return home with their lives and limbs intact, then I've done my job."
Kicker (You may pay an additional as you cast this spell.)
Creatures you control get +1/+1 until end of turn. If this spell was kicked, those creatures get +2/+1 until end of turn instead.
Destroy target artifact or enchantment.
"From legend it was forged, and to legend it returns."
Flying, vigilance
When this creature enters, put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
"The gifts of the past must find their way into deserving hands."
Create two 4/4 white Angel Warrior creature tokens with flying. Non-Angel creatures you control gain indestructible until your next turn.
"Iona no longer guards this place. We do."
—Kasla, Emeria shepherd
As this land enters, you may pay 3 life. If you don't, it enters tapped.
: Add .
"You called it the castle of a god. It is less than that, and so much more."
—Kasla, Emeria shepherd
Vigilance
This creature has lifelink as long as you control another Cleric.
In any adventuring party, the cleric is the heart: healing wounds, inspiring courage, and raising morale.
When this creature enters, you and target opponent each draw a card.
"I've walked every one of the Teetering Peaks and never set a foot wrong. I can get you to safety."
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature. It gains flying until end of turn.
Griffins nest in precarious places, so fledglings often find themselves taking their first flights at surprising moments.
Landfall — Whenever a land you control enters, choose one —
• Create a 2/2 white Cat Beast creature token.
• Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
When this creature enters, target creature gets +1/+1 until end of turn for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Ondu moas make wildly uncomfortable mounts, but for determined warriors, their speed is enough to make up for it.
Kabira Takedown deals damage equal to the number of creatures you control to target creature or planeswalker.
"Down below's where things go to die."
—Kreq of Sunder Bay
This land enters tapped.
: Add .
"Wise adventurers—and clever beasties—stick to the higher ground."
—Kreq of Sunder Bay
Kicker (You may pay an additional as you cast this spell.)
Flying
When this creature enters, if it was kicked, tap up to two target creatures.
Too flashy to ignore. Too fast to catch.
Double strike
Equipped Warriors you control have double strike.
Every kor blade is imbued with the skill of a thousand generations.
Whenever this creature or another creature you control enters, you gain 1 life.
"The landbind ritual connects us to our sacred sites. More importantly, it binds us with every other kor who has visited here, through countless generations."
Flying
When this creature enters, you may reveal a card you own named Legion Angel from outside the game and put it into your hand.
"We are many, and righteous."
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
"Rally to my light, and together we will drive out this darkness!"
Landfall — Whenever a land you control enters, tap target creature an opponent controls.
"May bloodflies empty your veins and turn you into a dried leather sack, cow!"
—Bruse Tarl, Goma Fada nomad
Creatures you control get +2/+2 until end of turn.
"They say the wind carved out these canyon walls. But the floor was hammered flat by hooves."
—Kreq of Sunder Bay
This land enters tapped.
: Add .
"The ground is rumbling. Better hope it's just the Roil!"
—Kreq of Sunder Bay
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.)
Equip
During turns other than yours, this creature gets +0/+2.
Its ferocity is tempered by patience, knowing it must wait for just the right moment to strike a killing blow.
Enchant creature or planeswalker
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
"This is my world, Jace, down to its very bones."
Destroy all nonland permanents.
"At first rumble you'd best hold on tight and pray to any gods you still hold dear."
—Nys Dal, Sea Gate trapfinder
This land enters tapped.
: Add .
"It always seems so quiet in the aftermath of wrenching violence."
—Nys Dal, Sea Gate trapfinder
Whenever this creature and at least one other Warrior attack, put a +1/+1 counter on this creature.
"If we fight as one, nothing can stand in our way!"
Choose target attacking or blocking creature. Practiced Tactics deals damage to that creature equal to twice the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Each individual has their own crucial role to play.
Tap target creature.
Draw a card.
Poke a drake in the right place and it becomes as docile as a pet. Poke it in the wrong place and goodbye, hand.
Vigilance
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature.
On occasion, felidars leave meaty "gifts" outside the tents of explorers they consider worthy.
Target creature gets +2/+2 until end of turn. If it's a Warrior, you may attach an Equipment you control to it.
"If you practice something often enough, it becomes part of you. That's why we train, and that's why we survive."
—Tasha, Graypelt veteran
: Creatures you control get +1/+1 until end of turn.
The Sea Gate Expeditionary House was founded after the discovery of the Skyclave over Tazeem. Now its banners fly over every corner of Zendikar.
Target creature you control gains protection from the color of your choice until end of turn.
"It blocks the windswept salt and frigid air, but the loneliness of Sejiri remains."
—Enwor, Sea Gate Expeditionary House
This land enters tapped.
: Add .
"This place offers nothing and takes everything."
—Enwor, Sea Gate Expeditionary House
Flying
When this creature enters, you gain 2 life for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
"Rest, friends. I will protect you."
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
When this creature enters, you gain 2 life.
"Well, she can jump farther than I can."
—Aelah, expedition cleric
This land enters tapped.
: Add .
"As points of no return go, it is quite epic."
—Aelah, expedition cleric
When this creature enters, create a 1/1 white Kor Warrior creature token for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
At the beginning of combat on your turn, if you have a full party, creatures you control get +1/+0 and gain indestructible until end of turn.
Destroy target creature with power 4 or greater.
"Darkness always flees from the light, and I am the breaking dawn."
—Kordain, luminarch of Kabira
Flying
When this creature enters, you may return a land you control to its owner's hand.
"It's good to see the eagles circling the Lighthouse once again."
—Tazri
This spell costs less to cast for each creature in your party.
: Look at the top six cards of your library. You may reveal up to two Cleric, Rogue, Warrior, Wizard, and/or Ally cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
Counter target creature or planeswalker spell unless its controller pays . If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.
"I think not."
—Flekon the Mindcensor
Creatures your opponents control get -2/-0 until end of turn.
"All you minnows in the murk, come to my light."
—Jejenar, Silundi lullmage
This land enters tapped.
: Add .
"Stay close to my light. You don't want to get lost on the rocks."
—Jejenar, Silundi lullmage
Kicker (You may pay an additional as you cast this spell.)
Enchant creature
When this Aura enters, if it was kicked, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
When this creature enters, scry X, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
"Perhaps you can't see the path, but that doesn't mean it isn't there."
Spells your opponents cast that target Charix cost more to cast.
: Charix gets +X/-X until end of turn, where X is the number of Islands you control.
Zendikar's seas are deeper than anyone can fathom.
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.
"Serves you right for rushing ahead."
—Kaliea, Sea Gate trapfinder
Whenever this creature blocks a creature, that creature doesn't untap during its controller's next untap step.
"Before my people turned to false gods, we built a glittering city beneath the northern sea ice. The magic of ancient Benthidrix lives in me!"
Counter target noncreature spell unless its controller pays plus an additional for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
"You mess with one of us, you mess with all of us!"
When this enchantment enters, draw a card.
Whenever a land an opponent controls enters, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.
Whenever you cast a kicked spell, draw a card, then discard a card.
When this creature enters, look at the top five cards of your library. You may reveal a card with a kicker ability from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Kicker (You may pay an additional as you cast this spell.)
When this creature enters, if it was kicked, return up to one other target creature to its owner's hand.
"Come on, Skitch, we'll lose them in the geyserfield."
Scry 2, then draw a card.
"I can't see all that the future holds, but I can keep us one step ahead of death."
Flying
As long as you control another Wizard, this creature has "When this creature dies, draw a card."
Wizards' spells twist the fabric of reality to channel elemental energies, peer into the future, and even calm the Roil.
Kicker (You may pay an additional as you cast this spell.)
Draw two cards. If this spell was kicked, draw three cards instead.
"In the field, speed-reading is a survival skill."
Tap target creature. Its controller mills two cards. That creature doesn't untap during its controller's next untap step. (They put the top two cards of their library into their graveyard.)
Draw a card.
You may have this creature enter as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.
"When I touched the Glasspool, I tasted infinite possibility."
—Ashen Wal, Akoum Expeditionary House
This land enters tapped.
: Add .
"Past and possibility come together in the vastness of infinite reflection."
—Ashen Wal, Akoum Expeditionary House