If a source would deal damage to this creature, prevent N of that damage.
This spell costs {1} less to cast for each artifact you control (or other specified permanent type).
Whenever this creature becomes blocked, defending player loses N life.
When this creature dies, create N 1/1 white and black Spirit creature tokens with flying.
Cast this half only from your graveyard, then exile it.
As this creature enters, reveal any number of cards in your hand that share a creature type with it. It enters with N +1/+1 counters for each card revealed.
Whenever this creature attacks, defending player sacrifices N permanents.
If you control ten or more permanents, you get the city's blessing for the rest of the game.
Another player can help pay the generic mana cost of this spell.
Pay the augment cost, reveal this card from your hand, then combine it with a host creature.
Pay the aura swap cost: Exchange this Aura with an Aura card in your hand.
If you cast this spell for its awaken cost, put N +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste that's still a land.
When this creature enters, put N +1/+1 counters on target creature. If that's another creature, it gains this creature's other abilities until end of turn.
Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking a creature, you divide that creature's combat damage.
You may sacrifice an artifact, enchantment, or token as you cast this spell for an additional benefit.
Discard this card and pay the cycling cost: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.
Cast this card for its bestow cost as an Aura that enchants a creature. If the enchanted creature leaves, this becomes a creature.
Cast this spell for its blitz cost. It gains haste and 'When this creature dies, draw a card.' Sacrifice it at the beginning of the next end step.
If an opponent was dealt damage this turn, this creature enters with N +1/+1 counters.
Activate only if this creature attacked this turn and only once each turn.
Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn.
You may pay the buyback cost in addition to any other costs as you cast this spell. If you do, put it into your hand instead of your graveyard as it resolves.
When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.
As you cast this spell, you may sacrifice a creature with power N or greater. If you do, copy this spell.
When this enters, sacrifice it unless you exile another creature you control of the specified type. When this leaves, return that card to the battlefield.
This card is every creature type.
You can have a Background as a second commander.
Exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.
If you cast this spell for its cleave cost, remove the words in square brackets.
Pay the ninjutsu cost, return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand or the command zone tapped and attacking.
If this card is your chosen companion, you may pay {3} to put it into your hand from outside the game once.
This planeswalker can be cast for Phyrexian mana; if life was paid, it enters with fewer loyalty counters.
As you cast this spell, you may tap two untapped creatures you control that share a color with it. If you do, copy it.
Your creatures can help cast this spell. Each creature you tap while casting pays for {1} or one mana of that creature's color.
Exile this card and the specified materials from among permanents you control and/or cards in your graveyard to transform it.
Tap any number of creatures you control with total power N or more: This Vehicle becomes an artifact creature until end of turn.
At the beginning of your upkeep, put an age counter on this permanent, then pay the upkeep cost for each age counter on it. If you can't, sacrifice it.
Discard this card and pay the cycling cost: Draw a card.
Cast this spell for its dash cost. It gains haste. Return it to its owner's hand at the beginning of the next end step.
If a player casts no spells during their own turn, it becomes night next turn. This permanent transforms.
Any amount of damage this deals to a creature is enough to destroy it.
This creature can't block. When it attacks, sacrifice it at end of combat.
This creature can't attack.
Each card you exile from your graveyard while casting this spell pays for {1}.
When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.
This creature can't be blocked as long as defending player controls a Desert.
Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.
This card has no color.
As this creature enters, you may sacrifice any number of creatures. This creature enters with N +1/+1 counters for each creature sacrificed.
You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.
You may cast this card transformed from your graveyard for its disturb cost.
You can have two commanders if the other is the Doctor.
Start the game with this conspiracy face down in the command zone and secretly name two cards. You may turn this conspiracy face up any time and reveal the chosen names.
This creature deals both first-strike and regular combat damage.
When this creature attacks, conjure a duplicate into your hand, then both lose double team.
If you would draw a card, you may mill N cards instead. If you do, return this card from your graveyard to your hand.
At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, pay its echo cost or sacrifice it.
Pay the embalm cost, exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie in addition to its other types with no mana cost.
You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.
Attach this Aura to a permanent of the specified type.
Pay the encore cost, exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step.
As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.
Pay the entwine cost in addition to any other costs: Choose all modes of this spell instead of just one.
For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell.
Pay the equip cost: Attach this Equipment to target creature you control. Equip only as a sorcery.
Pay the escalate cost for each mode chosen beyond the first.
You may cast this card from your graveyard for its escape cost, exiling other cards from your graveyard as part of that cost.
Pay the eternalize cost, exile this card from your graveyard: Create a 4/4 black Zombie token that's a copy of it.
You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.
Whenever a creature enters under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.
Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.
Activate only if this permanent is untapped. When activated, it becomes exhausted and doesn't untap during your next untap step.
When this creature enters, you may sacrifice a creature.
Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.
When this creature enters, put N +1/+1 counters on it, or create N 1/1 colorless Servo artifact creature tokens.
This permanent enters with N fade counters. At the beginning of your upkeep, remove a fade counter. If you can't, sacrifice it.
This creature can't be blocked except by artifact creatures and/or black creatures.
A special ability themed around manipulating fire.
This creature deals combat damage before creatures without first strike.
Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.
You may cast this spell any time you could cast an instant.
You may cast this card from your graveyard for its flashback cost, then exile it.
This creature can't be blocked except by creatures with flying or reach.
When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.
Activate only during your upkeep and only once each turn, by revealing this card from your hand.
Discard this card and pay the cycling cost: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.
This creature can't be blocked as long as defending player controls a Forest.
During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.
Pay the fortify cost: Attach this Fortification to target land you control. Fortify only as a sorcery.
You may pay the freerunning cost rather than the mana cost if you dealt combat damage to a player this turn with an Assassin or commander.
Whenever this creature attacks and isn't blocked, it gets +N/+0 until end of turn.
You can have two commanders if both have friends forever.
You may cast one or both halves of this card from your hand.
You may give a gift to an opponent as you cast this spell for an additional benefit.
This permanent enters with N +1/+1 counters. Whenever another creature enters, you may move a +1/+1 counter from this permanent onto it.
When you cast this spell, copy it for each permanent that was put into a graveyard from the battlefield this turn.
As this creature enters, you may have it harmonize with a creature you control. If you do, both get a bonus.
This creature can attack and use activated abilities with {T} in the cost as soon as it enters.
When this creature dies (or this spell resolves), exile it haunting target creature. When the haunted creature dies, you get this card's effect again.
This permanent can't be the target of spells or abilities your opponents control.
This permanent can't be the target of spells or abilities of the specified quality that your opponents control.
Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.
When this permanent enters, look at the top N cards of your library. Exile one face down and put the rest on the bottom of your library.
This creature can't be blocked except by creatures with horsemanship.
Cast this spell for its impending cost. It enters with N time counters and is not a creature until all time counters are removed.
Your artifacts can help cast this spell. Each artifact you tap while casting pays for {1}.
Effects that say "destroy" don't destroy this. This creature can't be destroyed by lethal damage.
This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.
Whenever this creature deals combat damage to a player, that player exiles the top card of their library.
This permanent enters with N intensity counters that affect its abilities.
This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.
Discard this card and pay the cycling cost: Search your library for an Island card, reveal it, put it into your hand, then shuffle.
This creature can't be blocked as long as defending player controls an Island.
Choose a job class for this creature when it enters, granting different abilities.
You may cast this card from your graveyard by discarding a card in addition to paying its other costs, then exile it.
You may pay an additional cost as you cast this spell for an enhanced effect.
Discard this card and pay the cycling cost: Search your library for a land card of the specified type, reveal it, put it into your hand, then shuffle.
This creature can't be blocked as long as defending player controls a land of the specified type.
This creature can't be blocked as long as defending player controls a legendary land.
Pay the level up cost: Put a level counter on this. Level up only as a sorcery. Each level range grants different stats and abilities.
Damage dealt by this creature also causes you to gain that much life.
As long as it's your turn, this Vehicle is also a creature.
When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.
If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.
If you've cast two or more spells this turn, you may cast this card for its max speed cost.
Whenever this creature deals combat damage to a player, it gains a bonus effect.
You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.
Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.
This creature can't be blocked except by two or more creatures.
Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.
You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.
When this creature enters, untap target creature you control. It gains haste until end of turn.
This creature enters with N +1/+1 counters. When it dies, you may put its +1/+1 counters on target artifact creature.
You may cast this card converted for its alternative cost.
You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.
Discard this card and pay the cycling cost: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.
This creature can't be blocked as long as defending player controls a Mountain.
You may pay the kicker cost any number of additional times as you cast this spell.
If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.
Whenever this creature attacks, for each opponent other than defending player, create a token copy that's attacking that player. Exile the tokens at end of combat.
If a player casts two or more spells during their own turn, it becomes day next turn. This permanent transforms.
Pay the ninjutsu cost, return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.
This creature can't be blocked as long as defending player controls a nonbasic land.
You may cast this card any time you could cast an instant by sacrificing a permanent of the specified type and paying the difference in mana costs.
You may pay an additional {1} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.
Pay the outlast cost, tap this creature: Put a +1/+1 counter on it. Outlast only as a sorcery.
Cast this spell for its overload cost: Replace 'target' with 'each' in its text.
You can have two commanders if both have partner.
When this creature enters, target player may search their library for the named partner card, reveal it, put it into their hand, then shuffle.
When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield with a -1/-1 counter.
This permanent phases in and out. While phased out, it's treated as though it doesn't exist.
Discard this card and pay the cycling cost: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.
This creature can't be blocked as long as defending player controls a Plains.
Whenever this creature deals combat damage to a player, that player gets N poison counters.
This permanent can't be damaged, enchanted, equipped, blocked, or targeted by anything with the specified quality.
You may cast this spell with different mana cost, color, and power/toughness.
Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.
Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.
You may pay the prowl cost instead if a creature sharing a type with this card dealt combat damage to a player this turn.
Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.
This creature enters with X +1/+1 counters. If X is 5 or more, draw a card when it enters.
This creature can block creatures with flying.
Choose a chapter and start with that many lore counters. Skip ahead chapters don't trigger. After your draw step, add a lore counter.
If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast it from exile without paying its mana cost.
Pay the reconfigure cost: Attach to target creature you control, or unattach. Reconfigure only as a sorcery. While attached, this isn't a creature.
When a creature is put into your graveyard from the battlefield, you may pay the recover cost. If you do, return this card from your graveyard to your hand. Otherwise, exile it.
Discard this card and pay the reinforce cost: Put N +1/+1 counters on target creature.
When this creature deals combat damage to a player, if it isn't renowned, put N +1/+1 counters on it and it becomes renowned.
As you cast this spell, you may pay the replicate cost any number of times. For each time you paid, copy it.
You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.
This creature enters with your choice of a +1/+1 counter or haste.
When you cast this spell, reveal the top N cards of your library. You may cast cards with the same name without paying their mana costs. Put the rest on the bottom of your library.
Tap any number of creatures you control with total power N or more: This Mount becomes saddled until end of turn.
Pay the scavenge cost, exile this card from your graveyard: Put a number of +1/+1 counters equal to this creature's power on target creature.
This creature can block or be blocked only by creatures with shadow.
This permanent can't be the target of spells or abilities.
This creature can't be blocked by creatures with greater power.
Discard this card and pay the cycling cost: Search your library for a Sliver card, reveal it, put it into your hand, then shuffle.
You may cast this creature face down for {3} as a 2/2 creature. Turn it face up for its sneak cost at any time.
When the case is solved (its condition is met), trigger an additional effect.
You may pair this creature with another unpaired creature when either enters. As long as both are paired, both get a bonus.
When this creature dies, you may return target Spirit card with mana value N or less from your graveyard to your hand.
Pay a color-specific cost, discard a card: This creature becomes specialized with new abilities based on the color paid.
You may cast this spell for its spectacle cost if an opponent lost life this turn.
As you cast a spell of the specified type, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.
As long as this spell is on the stack, players can't cast other spells or activate abilities that aren't mana abilities.
Choose one or more additional costs. You must pay those costs. Each mode chosen adds its effect.
As you cast this spell, you may pay the squad cost any number of times. When this creature enters, create that many tokens that are copies of it.
Choose a station from a set of options, each granting different abilities or effects.
When you cast this spell, copy it for each spell cast before it this turn.
This permanent enters with a +1/+1 counter (or charge counter) for each color of mana spent to cast it.
You may cast this spell for its surge cost if you or a teammate have cast another spell this turn.
Rather than cast this card from your hand, pay its suspend cost and exile it with N time counters. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.
Discard this card and pay the cycling cost: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.
This creature can't be blocked as long as defending player controls a Swamp.
This card has multiple tiers that unlock additional abilities as you meet conditions.
Whenever this creature deals combat damage to a player, that player gets N poison counters.
Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.
This creature can deal excess combat damage to the player or planeswalker it's attacking.
Pay the transfigure cost, sacrifice this creature: Search your library for a creature card with the same mana value, put it onto the battlefield, then shuffle.
Pay the transmute cost, discard this card: Search your library for a card with the same mana value, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.
As this creature enters, an opponent of your choice may place N +1/+1 counters on it. If they don't, a triggered ability occurs.
Discard this card and pay the cycling cost: Search your library for a card of the specified type, reveal it, put it into your hand, then shuffle.
If this enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.
This spell costs {1} less to cast for each opponent.
When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield with a +1/+1 counter.
Pay the unearth cost: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step, or if it would leave the battlefield.
You may have this creature enter with a +1/+1 counter. It can't block as long as it has a +1/+1 counter.
This permanent enters with N time counters. At the beginning of your upkeep, remove a time counter. When the last is removed, sacrifice it.
Attacking doesn't cause this creature to tap.
Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays the ward cost.
A special ability that bends or manipulates the game state in an unusual way.
A themed ability that lets this creature interact with the battlefield in spider-like ways.
This creature deals damage to creatures in the form of -1/-1 counters.
Discard this card and pay the cycling cost: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.
Give up control of a permanent or leave a location.
Use an activated ability by paying its cost.
If this creature has no +1/+1 counters on it, put N +1/+1 counters on it.
A special action themed around manipulating air.
Put N +1/+1 counters on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.
Put a Contraption from your Contraption deck onto the battlefield on one of your sprockets.
Move an Aura, Equipment, or Fortification onto a permanent.
Look at a card or reveal hidden information to gain an effect.
Place a blight counter on a land, making it lose all abilities.
Put N +1/+1 counters on the creature you control with the least toughness.
Each clashing player reveals the top card of their library, then puts it on the top or bottom. You win if your card's mana value is higher.
Put a card onto the battlefield face down as a 2/2 creature with ward {2}. Turn it face up any time by paying its mana cost if it's a creature card.
Exile cards with total mana value N or greater from your graveyard.
Create a card in a specified zone (digital formats only).
Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.
Transform this permanent (without checking day/night conditions).
Until your next turn, that permanent can't attack, block, or activate abilities.
Exile cards from the top of your library until you exile a nonland card with mana value N or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.
A special action themed around manipulating earth and stone.
If this creature would die, instead remove all damage from it, tap it, and it loses all abilities until end of turn.
An exerted creature won't untap during your next untap step.
Reveal the top card of your library. Put it into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or into your graveyard.
Look at the top N cards of target opponent's library, then put any number on the bottom and the rest on top in any order.
Each of two target creatures deals damage equal to its power to the other.
Sacrifice a Food or exile three cards from your graveyard.
Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.
Exile a card from an opponent's library face down. You may look at and play that card for as long as it remains exiled, spending mana as though it were any color.
Create an Incubator token with N +1/+1 counters. Pay {2}: Transform it into a 0/0 Phyrexian artifact creature.
Create a Clue artifact token with '{2}, Sacrifice this: Draw a card.'
You may reveal a Lesson card from outside the game and put it into your hand, or discard a card to draw a card.
Put the top card of your library onto the battlefield face down as a 2/2 creature. If it's a creature card, turn it face up any time for its mana cost.
Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard.
Exile two specific cards you own, then combine them into one oversized card.
Put the top N cards of your library into your graveyard.
If this creature isn't monstrous, put N +1/+1 counters on it and it becomes monstrous.
Put the top card of your Attraction deck onto the battlefield.
Move to a new plane by turning over the top card of the planar deck.
You may pay the plot cost and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost.
Create a token that's a copy of a creature token you control.
Choose any number of permanents and/or players with counters, then give each another counter of a kind already there.
The next time this creature would be destroyed this turn, instead tap it, remove all damage from it, and remove it from combat.
Create an Aura enchantment token attached to a creature, granting it specific abilities.
Roll a six-sided die. Visit each Attraction you control whose number matches the result.
Look at the top N cards of your library, then put any number on the bottom and the rest on top in any order.
Search your library for a card meeting specified criteria and put it into your hand. Don't reveal it or shuffle (digital formats).
Put a scheme card from the command zone on top of your scheme deck.
Put a +1/+1 counter on each of up to N target creatures.
Look at the top N cards of your library. Put any number into your graveyard and the rest back on top in any order.
A suspected creature has menace and can't block.
For each suspended card you own and each permanent you control with a time counter, you may add or remove a time counter.
Move to the next room of a dungeon you've entered, or enter the first room of a dungeon of your choice.
A special action themed around manipulating water.
If at least three mana of the same color was spent to cast this spell, an additional effect occurs.
If you cast this spell during your main phase, an additional effect occurs.
Whenever another creature enters under your control, trigger an effect.
Whenever this creature and at least two other creatures attack, trigger an effect.
Discard this card and pay its bloodrush cost: Target attacking creature gets a bonus equal to this card's power and toughness.
If two or more nonland permanents entered under your control this turn, gain an additional effect.
Discard this card and pay the channel cost from your hand for an effect.
Count the number of mana symbols of a certain color among cards in a specified zone for a variable effect.
Tap this creature and another untapped Ally you control to activate this ability.
Whenever an enchantment enters under your control, trigger an effect.
This spell's effect scales with the number of colors of mana spent to cast it.
If an opponent has three or more poison counters, gain an additional effect.
Starting with you, each player votes for one of two options. Effects scale with the votes.
If you control three or more creatures with different powers, gain an additional effect.
If there are four or more card types among cards in your graveyard, gain an additional effect.
Checks the number of permanent cards that were put into your graveyard this turn (or total) for a variable effect.
Remove counters or phase out a permanent.
This effect scales with the number of basic land types among lands you control (up to five).
Whenever an enchantment enters under your control or you fully unlock a Room, trigger an effect.
This ability works as long as this commander is in the command zone or on the battlefield.
Whenever this creature is dealt damage, trigger an effect.
If you have 5 or less life, gain an additional effect.
Count the number of permanent cards in your graveyard for a variable effect.
If you control a creature with power 4 or greater, gain an additional effect.
If you've cast two or more spells this turn, gain an additional effect.
If creatures you control have total power 8 or greater, gain an additional effect.
Discard another card with the same name to activate a powerful ability.
If you have no cards in hand, gain an additional effect.
When this permanent dies, gain a bonus effect as a reward for your hero's sacrifice.
Whenever you cast a spell that targets this creature, trigger an effect.
Exile a card to imprint it on this permanent, giving it abilities based on the exiled card.
Whenever this creature becomes untapped, trigger an effect.
Starting with you, each player may pay any amount of mana. The effect scales with the total paid.
Whenever another creature that shares a type with this creature enters under your control, trigger an effect.
At the beginning of your upkeep, look at the top card of your library. If it shares a creature type with this creature, you may reveal it for a bonus.
Whenever a land enters under your control, trigger an effect.
Whenever a land enters under your control, this Vehicle becomes crewed until end of turn.
An ability that works while this card is in a specific zone, providing a lasting effect.
As long as you control your commander, this creature gets a bonus.
Whenever you cast or copy an instant or sorcery spell, trigger an effect.
If you control three or more artifacts, gain an additional effect.
If a creature died this turn, gain an additional effect.
Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, trigger an effect.
Whenever you cast a spell from anywhere other than your hand, trigger an effect.
Each player reveals the top card of their library. For each nonland card revealed this way, gain an effect. Then each player draws a card.
This spell or ability affects target creature and each other creature that shares a color with it.
If you attacked this turn, gain an additional effect.
Whenever another Ally enters under your control, trigger an effect for each Ally you control.
Return a card from your graveyard, gaining a refreshed bonus.
If a permanent you controlled left the battlefield this turn, gain an additional effect.
Each player secretly votes for one of two options. Effects depend on the votes.
If there are two or more instant and/or sorcery cards in your graveyard, gain an additional effect.
When conditions are met, Vehicles you control become crewed automatically.
This spell costs an additional amount for each target beyond the first.
At the beginning of your second main phase, if this creature is tapped, trigger an effect.
Return any number of lands of a specified type you control to their owner's hand for a scaled effect.
This ability triggers or improves when you cooperate with other players.
Each opponent may take you up on this offer. For each who does, you also get the benefit.
If there are seven or more cards in your graveyard, gain an additional effect.
If you have lost more life than each opponent this turn, gain an additional effect.
Count the number of creature cards in your graveyard for a variable effect.
Whenever this creature becomes the target of a spell or ability you control, trigger an effect.
This permanent enters with vivid counters that can be spent for colored mana.
Starting with you, each player votes for one of two options. The option with more votes takes effect.
Each player votes, and effects depend on the outcome, themed around planeswalkers.