This spell costs less to cast for each creature in your party.
Flying, deathtouch, haste
Other creatures you control have deathtouch.
Whenever a creature you control deals combat damage to a planeswalker, destroy that planeswalker.
Flash
, Return an unblocked attacking Rogue you control to its owner's hand: Put this card from your hand onto the battlefield tapped and attacking.
Whenever Zareth San deals combat damage to a player, you may put target permanent card from that player's graveyard onto the battlefield under your control.
When this Equipment enters, attach it to target creature you control.
Equipped creature has flying.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Made from canvas, wood, and hope.
Colorless creatures you control get +2/+2.
Whenever you tap a permanent for , add an additional .
Whenever you cast a colorless spell, you gain 2 life.
"We shall forever roam."
—Ayli, high priest of the Eternal Pilgrims
, : Copy target activated or triggered ability you control. You may choose new targets for the copy.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy.
, : Copy target permanent spell you control. (The copy becomes a token.)
Kicker
If this creature was kicked, it enters with a +1/+1 counter on it for each nonbasic land your opponents control.
When this creature becomes the target of a spell, sacrifice it and create a number of 1/1 colorless Construct artifact creature tokens equal to its power.
Whenever you cast an instant, sorcery, or Wizard spell, put a charge counter on this artifact.
, , Remove all charge counters from this artifact: It deals that much damage to target creature.
Old power finds new purpose.
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +1/+1. If it's a Warrior, it gets +2/+1 instead.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"It's light as a feather, but it hits with the force of a boulder. A very sharp boulder."
This creature can't attack or block unless an opponent has eight or more cards in their graveyard.
, : Target player mills two cards. (They put the top two cards of their library into their graveyard.)
, , Sacrifice a creature: Draw a card.
As long as you control a Cleric, this artifact has "Whenever a creature you control dies, each opponent loses 1 life and you gain 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.)
"When you are battered and exhausted, look up and be inspired by its resolve."
—Tazri
Kicker
Indestructible
When this artifact enters, if it was kicked, create two tapped tokens that are copies of this artifact.
: Add one mana of any color.
Skyclaves held the key to reshaping the world.
Kicker (You may pay an additional as you cast this spell.)
Flying, defender
If this creature was kicked, it enters with two +1/+1 counters on it.
As long as this creature has a +1/+1 counter on it, it can attack as though it didn't have defender.
This artifact enters tapped.
When this artifact enters, draw a card.
, , Sacrifice this artifact: Draw a card.
"It's better to carry a little extra weight than to find yourself halfway down a baloth's throat with no knife."
—Doral, Bala Ged guide
Stonework Packbeast is also a Cleric, Rogue, Warrior, and Wizard.
: Add one mana of any color.
It will happily carry home your treasure or drag you back to civilization, as circumstances demand.
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +1/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"Hold on a second, I have just the thing."
This land enters tapped.
: Add .
: Add one mana of any color. Spend this mana only to cast a Cleric, Rogue, Warrior, or Wizard spell or to activate an ability of a Cleric, Rogue, Warrior, or Wizard.
A new dawn, a new adventure.
: Add .
"Not for the bumble-footed nor wobble-stomached."
—Kreq of Sunder Bay
: Add .
"The path is stable. It's the gusts all around it that are a bit 'whoosh—oops—bye.'"
—Kreq of Sunder Bay
: Add .
"Why risk life and limb exploring the wilds? For this."
—Yavotz, Sea Gate Expeditionary House
: Add .
"My mother wanted me to take over the family dry goods business, but no. I had to come here."
—Yavotz, Sea Gate Expeditionary House
: Add .
"Just when the river seems most peaceful, suddenly you round a bend and hurtle down a waterfall."
—Zahr Gada, Halimar expedition leader
: Add .
"Here, at least, the danger is usually in plain sight."
—Zahr Gada, Halimar expedition leader
: Add .
"The greatest danger on the path is a failure of nerve."
—Enwor, Sea Gate Expeditionary House
: Add .
"Walk quickly and ignore any roars from the undergrowth."
—Enwor, Sea Gate Expeditionary House
: Add .
: Put two +1/+1 counters on this land. Then you may have it become a 0/0 Elemental creature until end of turn. It's still a land.
Zendikar is restless.
: Add .
"Once you really trust the rope, you'll learn to sleep standing up."
—Akiri, kor line-slinger
: Add .
"The oxen here take an almost feline delight in pushing things over the edge."
—Akiri, kor line-slinger
: Add .
"The wind knows the way. Just let it carry you there."
—Amandi, kitesail expert
: Add .
"Don't fear the heat. Just let it lift you up."
—Amandi, kitesail expert
: Add .
, : Put a charge counter on this land.
, Remove a charge counter from this land: Add two mana of any one color. Spend this mana only to cast kicked spells.
(: Add .)
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Kicker
When Jace enters, if Jace was kicked, create a token that's a copy of Jace, except it's not legendary and its starting loyalty is 1.
[+1]: Scry 2.
[0]: Draw a card and reveal it. Remove a number of loyalty counters equal to that card's mana value from Jace.
[+1]: Create a 1/1 white Kor Warrior creature token. You may attach an Equipment you control to it.
[−2]: Look at the top six cards of your library. You may reveal a Warrior or Equipment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
[−3]: Nahiri deals damage to target creature or planeswalker equal to twice the number of Equipment you control.
Landfall — Whenever a land you control enters, put a loyalty counter on Nissa.
[+1]: Untap target land you control. You may have it become a 3/3 Elemental creature with haste and menace until end of turn. It's still a land.
[−5]: You may put a creature card with mana value less than or equal to the number of lands you control onto the battlefield from your hand or graveyard with two +1/+1 counters on it.
: Add .
: Add .
: Add .
: Add .
: Add .
: Add .
: Add .
: Add .
: Add .
: Add .
: Add .
: Add .
Landfall — Whenever a land you control enters, creatures you control get +1/+1 until end of turn.
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature. It gains flying until end of turn.
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.
Landfall — Whenever a land you control enters, tap target creature an opponent controls.
Vigilance
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature.
Landfall — Whenever a land you control enters, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.)
Defender
Landfall — Whenever a land you control enters, this creature can attack this turn as though it didn't have defender.
Landfall — Whenever a land you control enters, this creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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.
Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
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.