Flying
Whenever you gain life, put a +1/+1 counter on this creature.
Vampires are now masters of their own fates, commanders of their own legions.
Kicker
When you cast this spell, if it was kicked, each player loses half their life, rounded up.
Scourge of the Skyclaves's power and toughness are each equal to 20 minus the highest life total among players.
Tap another untapped Rogue you control: This creature gains deathtouch until end of turn.
Whenever this creature deals combat damage to a player, that player mills three cards. (They put the top three cards of their library into their graveyard.)
Exile all creatures and planeswalkers with mana value 3 or less from the battlefield and all creature and planeswalker cards with mana value 3 or less from all graveyards.
The shadows of death fall over everyone in the end.
Kicker
This creature can't block.
If this creature was kicked, it enters with two +1/+1 counters on it.
Landfall — Whenever a land you control enters, if this card is in your graveyard and it's your turn, you may cast it from your graveyard this turn.
, Sacrifice another creature: Put a +1/+1 counter on this creature.
Whenever a creature you control with a +1/+1 counter on it dies, draw a card.
"Perhaps its distant ancestors were radiant felidars, but no hint of their nobility remains."
—Akiri, kor line-slinger
Each opponent sacrifices a creature or planeswalker with the greatest mana value among creatures and planeswalkers they control.
The Kargan tribes share legends of the victory their ancestors won over the Akoum Skyclave, and its horrendous cost.
Choose one or both —
• Target creature gets -1/-1 until end of turn.
• Put a +1/+1 counter on target creature.
Silence is an underrated hunting strategy.
Flying
Taborax has lifelink as long as it has five or more +1/+1 counters on it.
Whenever another nontoken creature you control dies, put a +1/+1 counter on Taborax. If that creature was a Cleric, you may draw a card. If you do, you lose 1 life.
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.)
Return target creature card and up to one target Cleric, Rogue, Warrior, or Wizard creature card from your graveyard to the battlefield.
Destroy target creature with power 3 or less.
Open conflict between expeditionary houses—or even individual adventuring parties—is discouraged, but "accidents" happen.
Each opponent loses 4 life and you gain 4 life.
"Annihilation surrounds us. Our call is to embrace its ceaseless hunger."
—Voshk, oblivion priest
This land enters tapped.
: Add .
"Look at this place. What more evidence do you require that existence is bleak and meaningless?"
—Voshk, oblivion priest
Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
Hellhound packs roam the Spikefields, basking in the harsh sunlight and lighting the night with their flames.
Trample
"I'm not cruel, but I have no patience for your mistakes."
—Tyrux, expedition warrior
This land enters tapped.
: Add .
"Rock. Lava. Gravity. They're not cruel, but they're not forgiving either."
—Tyrux, expedition warrior
When this creature enters, add for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
"Trust me, we won't need torches."
Kicker (You may pay an additional as you cast this spell.)
Cinderclasm deals 1 damage to each creature. If it was kicked, it deals 2 damage to each creature instead.
Every inferno begins with a spark.
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Draw a card.
Every rebirth looks like a death.
This creature gets +2/+0 as long as you control another Warrior.
Warriors are combat specialists who bring their deadly skills to bear against the many foes that adventurers face in the course of their journeys.
As long as this creature is equipped, it has haste.
When this creature dies, it deals damage equal to its power to any target.
"Down in flames" isn't a destination, but a journey.
When this creature enters, you may discard a card. If you do, draw a card.
He might call up a burst of lava or a raging hellion from Akoum's volcanic depths. Or he might just fall in.
Whenever this creature attacks, target creature an opponent controls with power less than or equal to the number of Warriors you control can't block this turn.
"Her weapon's impressive, sure. But you should see her wield it."
—Gred, expedition warrior
Trample
Whenever this creature attacks, it gets +1/+0 until end of turn for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
"Everybody grab a leg!"
Whenever this creature deals combat damage to a player, exile the top card of your library. You may play that card this turn.
Naturally inquisitive and adaptable, goblins can turn their small stature to their advantage as rogues.
Target creature gets +3/+2 until end of turn. Scry 1.
"In my years wandering this land I've seen a veritable menagerie of fantastic creatures, but one that has eluded me thus far is the fabled 'easygoing minotaur.'"
—Ko, expedition wizard
Cowards can't block Warriors.
: Choose one that hasn't been chosen this turn —
• This creature gets +1/+1 until end of turn.
• Target creature becomes a Coward until end of turn.
• Target Warrior gains trample until end of turn.
As an additional cost to cast this spell, sacrifice a creature.
Kazuul's Fury deals damage equal to the sacrificed creature's power to any target.
"The toll is steep, but the cliffs are steeper."
—Samila, Murasa Expeditionary House
This land enters tapped.
: Add .
"The path up the cliffs is nothing but steep switchbacks and rickety lifts, made by elves, maintained by humans, and guarded by ogres. But it's the best way into the heart of Murasa."
—Samila, Murasa Expeditionary House
Flying
You don't lose unspent red mana as steps and phases end.
When this creature dies, you may pay any amount of . When you do, it deals that much damage to any target.
As long as there are four or more instant and/or sorcery cards in your graveyard, this creature gets +3/+1.
, Discard a card: Exile the top two cards of your library, then choose one of them. You may play that card this turn.
Choose one —
• Molten Blast deals 2 damage to target creature or planeswalker.
• Destroy target artifact.
Life among the sudden tremors and violent eruptions of Akoum demands a healthy fear of both.
Each creature you control gets +1/+0 for each time it has attacked this turn.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Sacrifice X lands. For each land sacrificed this way, draw a card. You may play X additional lands this turn. Lands you control enter tapped this turn.
"Zendikar has suffered enough. It is time, at last, for my home to know peace."
When this creature enters, you may return a land you control to its owner's hand. When you do, this creature deals 2 damage to each opponent.
"The difference between a hellion and a volcano is that volcanoes don't get hungry."
—Sachir, Akoum Expeditionary House
Haste
Whenever this creature deals combat damage to a player, that player creates a 0/1 colorless Goblin Construct artifact creature token with "This token can't block" and "At the beginning of your upkeep, this token deals 1 damage to you."
"Here, you take it!"
Whenever you cast an instant, sorcery, or Wizard spell, this creature deals 1 damage to any target.
"You can cower from the crushing shards or embrace the danger of Akoum. I've made my choice."
Kicker (You may pay an additional as you cast this spell.)
Roil Eruption deals 3 damage to any target. If this spell was kicked, it deals 5 damage instead.
"Our feeble villages and tiny encampments stand only at the whim of the Roil."
—The Invokers' Tales
At the beginning of each player's upkeep, this enchantment deals 1 damage to them.
Whenever a player casts a spell, if no mana was spent to cast that spell, this enchantment deals 5 damage to that player.
: Your opponents can't gain life this turn.
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+0.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Kicker (You may pay an additional as you cast this spell.)
When this creature enters, if it was kicked, it gains haste until end of turn.
"Lava flows where it pleases. I'm just happy to be along for the ride!"
Kicker
Trample, haste
If this creature was kicked, it enters with a +1/+1 counter on it.
At the beginning of your end step, if this creature doesn't have a +1/+1 counter on it, return it to its owner's hand.
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.)
Haste
"We just pay him and point him at problems."
—Aro, Sea Gate adventurer
Shatterskull Smashing deals X damage divided as you choose among up to two target creatures and/or planeswalkers. If X is 6 or more, Shatterskull Smashing deals twice X damage divided as you choose among them instead.
As this land enters, you may pay 3 life. If you don't, it enters tapped.
: Add .
"The safest way across the Skyfangs is to fly. Shatterskull Pass is a pretty distant second."
—Samila, Murasa Expeditionary House
Sizzling Barrage deals 4 damage to target creature that blocked this turn.
"A thousand sparks can burn through your defenses just as quickly as one massive blaze."
—Attikar, Akoum elementalist
Trample
Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
Wrenched from the ground like a dirt-caked rock, the ancient Skyclave wriggled with life.
, : Target creature with power 2 or less can't be blocked this turn.
"I swear, it's a shortcut."
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
"I'm not proud of the things I did. But all I could think about at the time was how to make the noise stop."
—Yavotz, Sea Gate Expeditionary House
This land enters tapped.
: Add .
"They call it the Singing City, but those eerie sounds aren't music. They worm their way into your brain until rational thought is impossible."
—Yavotz, Sea Gate Expeditionary House
Spikefield Hazard deals 1 damage to any target. If a permanent dealt damage this way would die this turn, exile it instead.
"Stop screaming! You'll only bring down more spikes."
—Raff Slugeater, goblin shortcutter
This land enters tapped.
: Add .
"Silence until we're through. Even a whisper's echo can dislodge death from above."
—Raff Slugeater, goblin shortcutter
Landfall — Whenever a land you control enters, this creature deals 1 damage to each opponent.
"If you hear a choking sort of cough, it's about to get really hot."
—Raff Slugeater, goblin shortcutter
Synchronized Spellcraft deals 4 damage to target creature and X damage to that creature's controller, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
"Ready? One... two..."
: This creature gets +2/+0 until end of turn.
Goblins from the Makindi Trenches of Ondu make surprisingly skilled climbing guides due to their habit of scaling the cliffs to drop onto unsuspecting foes.
Thundering Rebuke deals 4 damage to target creature or planeswalker.
"Fire is too imprecise for my tastes. I'd rather rely on a single, well-placed bolt of lightning."
—Lyrus, Sea Gate wizard
When this creature enters, it deals X damage to target creature or planeswalker, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
"Stay away from my friends!"
As an additional cost to cast this spell, discard a card.
Draw two cards.
Kargan tribal lands rarely have issues with goblin raids. Coincidentally, they also rarely have issues keeping their dragons fed.
Defender, reach
Creatures you control have haste.
As with everything else, goblins believe fortifications benefit from as many spiky bits as possible.
Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
"My ancestors reshaped the world to their vision. I have a few ideas of my own."
—Tars Olan, stoneforge mystic
This land enters tapped.
: Add .
"I can hear the echo of their hammers, long stilled."
—Tars Olan, stoneforge mystic
Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
Trample, haste
Whenever this creature deals combat damage to a player, return a land you control to its owner's hand.
Goblin cavalry tactics consist of pointing a beast in a direction and hanging on for as long as possible.
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.
"Good, we're all here. Let's get started!"
Reach (This creature can block creatures with flying.)
You may play lands from your graveyard.
If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
When the ruins awakened, so did their defenses.
Ashaya's power and toughness are each equal to the number of lands you control.
Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
Return target card from your graveyard to your hand.
"Always have a backup plan."
—Doral, Bala Ged guide
This land enters tapped.
: Add .
"I know it's around here somewhere."
—Doral, Bala Ged guide