A-Blood Artist
Whenever Blood Artist or another creature dies, target opponent loses 1 life and you gain 1 life.
Blessed Sanctuary
Prevent all noncombat damage that would be dealt to you and creatures you control.
Whenever a nontoken creature enters the battlefield under your control, create a 2/2 white Unicorn creature token.
Brightmare
When Brightmare enters the battlefield, tap up to one target creature. You gain life equal to that creature's power.
A ray of hope in the darkest night.
Emiel the Blessed
{3}: Exile another target creature you control, then return it to the battlefield under its owner's control.
Whenever another creature enters the battlefield under your control, you may pay {G/W}. If you do, put a +1/+1 counter on it. If it's a Unicorn, put two +1/+1 counters on it instead. ({G/W} can be paid with either {G} or {W}.)
Release the Dogs
Create four 1/1 white Dog creature tokens.
They charge into battle and out for their morning walk with the same exuberance.
Steel-Plume Marshal
Flying
Whenever Steel-Plume Marshal attacks, other attacking creatures you control with flying get +2/+2 until end of turn.
The defenders watched in terror as the flying V split apart into a bristling battle formation.
Stone Haven Pilgrim
Whenever Stone Haven Pilgrim attacks, if you control an artifact or enchantment, Stone Haven Pilgrim gets +1/+1 and gains lifelink until end of turn.
The persistence to overcome obstacles is the most esteemed of kor virtues.
Supply Runners
When Supply Runners enters the battlefield, put a +1/+1 counter on each other creature you control.
Good dogs stay by your side until the end. Great dogs leave to bring back aid.
Trusty Retriever
When Trusty Retriever enters the battlefield, choose one —
• Put a +1/+1 counter on Trusty Retriever.
• Return target artifact or enchantment card from your graveyard to your hand.
Wipe away the slobber and it's as good as new, give or take a few bite marks.
Archaeomender
When Archaeomender enters the battlefield, return target artifact card from your graveyard to your hand.
"Just as a broken relic can be mended, a shattered history can be made whole."
Bruvac the Grandiloquent
If an opponent would mill one or more cards, they mill twice that many cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
". . . and furthermore . . ."
Corsair Captain
When Corsair Captain enters the battlefield, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
Other Pirates you control get +1/+1.
"Lungs full of sea air and a hold full of loot. Ah, what a life!"
Inniaz, the Gale Force
Flying
{2}{W/U}: Attacking creatures with flying get +1/+1 until end of turn. ({W/U} can be paid with either {W} or {U}.)
Whenever three or more creatures you control with flying attack, each player gains control of a nonland permanent of your choice controlled by the player to their right.
Ormos, Archive Keeper
Flying
If you would draw a card while your library has no cards in it, instead put five +1/+1 counters on Ormos, Archive Keeper.
{1}{U}{U}, Discard three cards with different names: Draw five cards.
Scholar of the Lost Trove
Flying
When Scholar of the Lost Trove enters the battlefield, you may cast target instant, sorcery, or artifact card from your graveyard without paying its mana cost. If an instant or sorcery spell cast this way would be put into your graveyard, exile it instead.
Kels, Fight Fixer
Menace
Whenever you sacrifice a creature, you may pay {U/B}. If you do, draw a card. ({U/B} can be paid with either {U} or {B}.)
{1}, Sacrifice a creature: Kels, Fight Fixer gains indestructible until end of turn.
Nocturnal Feeder
Flying
When Nocturnal Feeder dies, each opponent loses 2 life and you gain 2 life.
A living pulse is an irresistible temptation.
Tinybones, Trinket Thief
At the beginning of each end step, if an opponent discarded a card this turn, you draw a card and you lose 1 life.
{4}{B}{B}: Each opponent with no cards in hand loses 10 life.
Big distractions mean tiny nuisances can slip by unnoticed.
Witch of the Moors
Deathtouch
At the beginning of your end step, if you gained life this turn, each opponent sacrifices a creature and you return up to one target creature card from your graveyard to your hand.
Many hands for many evils.
Chained Brute
Chained Brute doesn't untap during your untap step.
{1}, Sacrifice another creature: Untap Chained Brute. Activate only during your turn.
A momentary lapse is all it needs to break free.
Immolating Gyre
Immolating Gyre deals X damage to each creature and planeswalker you don't control, where X is the number of instant and sorcery cards in your graveyard.
"Nice army you had there."
Lightning Phoenix
Flying, haste
Lightning Phoenix can't block.
At the beginning of your end step, if an opponent was dealt 3 or more damage this turn, you may pay {R}. If you do, return Lightning Phoenix from your graveyard to the battlefield.
Lightning Visionary
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
"The gods don't speak to mortals with gentle entreaties. They speak with thunder and fury."
Living Lightning
When Living Lightning dies, return target instant or sorcery card from your graveyard to your hand.
Not all storms come from the sky.
Muxus, Goblin Grandee
When Muxus, Goblin Grandee enters the battlefield, reveal the top six cards of your library. Put all Goblin creature cards with mana value 5 or less from among them onto the battlefield and the rest on the bottom of your library in a random order.
Whenever Muxus attacks, it gets +1/+1 until end of turn for each other Goblin you control.
Sethron, Hurloon General
Whenever Sethron, Hurloon General or another nontoken Minotaur enters the battlefield under your control, create a 2/3 red Minotaur creature token.
{2}{B/R}: Minotaurs you control get +1/+0 and gain menace and haste until end of turn. ({B/R} can be paid with either {B} or {R}.)
Spiteful Prankster
As long as it's your turn, Spiteful Prankster has first strike.
Whenever another creature dies, Spiteful Prankster deals 1 damage to target player or planeswalker.
The devil appreciated the irony of using doves for ammunition. The townsfolk, not so much.
Zurzoth, Chaos Rider
Whenever an opponent draws their first card each turn, if it's not their turn, you create a 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target."
Whenever one or more Devils you control attack one or more players, you and those players each draw a card, then discard a card at random.
Allosaurus Shepherd
This spell can't be countered.
Green spells you control can't be countered.
{4}{G}{G}: Until end of turn, each Elf creature you control has base power and toughness 5/5 and becomes a Dinosaur in addition to its other creature types.
Branching Evolution
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
"Is it the water? The stars? Whatever it is, something incredible is happening here."
—Eris, zoologist, journal entry
Neyith of the Dire Hunt
Whenever one or more creatures you control fight or become blocked, draw a card.
At the beginning of combat on your turn, you may pay {2}{R/G}. If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ({R/G} can be paid with either {R} or {G}.)
Towering Titan
Towering Titan enters the battlefield with X +1/+1 counters on it, where X is the total toughness of other creatures you control.
Sacrifice a creature with defender: All creatures gain trample until end of turn.
"Knock, knock."
Lightning-Core Excavator
{5}, {T}, Sacrifice Lightning-Core Excavator: It deals 3 damage to any target.
"That's the third time this month it's exploded on site. Maybe we should switch to something a little less defective."
—Kerrin, archaeologist
Thriving Bluff
Thriving Bluff enters the battlefield tapped.
As Thriving Bluff enters the battlefield, choose a color other than red.
{T}: Add {R} or one mana of the chosen color.
As eons passed, the rock wore away, revealing the rich colors at the mountain's heart.
Thriving Grove
Thriving Grove enters the battlefield tapped.
As Thriving Grove enters the battlefield, choose a color other than green.
{T}: Add {G} or one mana of the chosen color.
Far from human eyes, birds flit between vivid blossoms in a hidden paradise.
Thriving Heath
Thriving Heath enters the battlefield tapped.
As Thriving Heath enters the battlefield, choose a color other than white.
{T}: Add {W} or one mana of the chosen color.
Wildflowers here bloom not with the season but with the ebb and flow of magic.
Thriving Isle
Thriving Isle enters the battlefield tapped.
As Thriving Isle enters the battlefield, choose a color other than blue.
{T}: Add {U} or one mana of the chosen color.
All the wonders of the natural world in one breathtaking microcosm.
Thriving Moor
Thriving Moor enters the battlefield tapped.
As Thriving Moor enters the battlefield, choose a color other than black.
{T}: Add {B} or one mana of the chosen color.
Beauty appears in strange places for those with eyes to see it.
Plains
({T}: Add {W}.)
Plains
({T}: Add {W}.)
Plains
({T}: Add {W}.)
Plains
({T}: Add {W}.)
Plains
({T}: Add {W}.)
Plains
({T}: Add {W}.)
Plains
({T}: Add {W}.)
Plains
({T}: Add {W}.)
Island
({T}: Add {U}.)
Island
({T}: Add {U}.)