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Keywords

Keyword Abilities (216)Keyword Actions (70)Ability Words (66)

Keyword Abilities(216)

  • Absorb

    If a source would deal damage to this creature, prevent N of that damage.

  • Affinity

    This spell costs {1} less to cast for each artifact you control (or other specified permanent type).

  • Afflict

    Whenever this creature becomes blocked, defending player loses N life.

  • Afterlife

    When this creature dies, create N 1/1 white and black Spirit creature tokens with flying.

  • Aftermath

    Cast this half only from your graveyard, then exile it.

  • Amplify

    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.

  • Annihilator

    Whenever this creature attacks, defending player sacrifices N permanents.

  • Ascend

    If you control ten or more permanents, you get the city's blessing for the rest of the game.

  • Assist

    Another player can help pay the generic mana cost of this spell.

  • Augment

    Pay the augment cost, reveal this card from your hand, then combine it with a host creature.

  • Aura Swap

    Pay the aura swap cost: Exchange this Aura with an Aura card in your hand.

  • Awaken

    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.

  • Backup

    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.

  • Banding

    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.

  • Bargain

    You may sacrifice an artifact, enchantment, or token as you cast this spell for an additional benefit.

  • Basic landcycling

    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.

  • Battle Cry

    Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.

  • Bestow

    Cast this card for its bestow cost as an Aura that enchants a creature. If the enchanted creature leaves, this becomes a creature.

  • Blitz

    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.

  • Bloodthirst

    If an opponent was dealt damage this turn, this creature enters with N +1/+1 counters.

  • Boast

    Activate only if this creature attacked this turn and only once each turn.

  • Bushido

    Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn.

  • Buyback

    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.

  • Cascade

    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.

  • Casualty

    As you cast this spell, you may sacrifice a creature with power N or greater. If you do, copy this spell.

  • Champion

    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.

  • Changeling

    This card is every creature type.

  • Choose a background

    You can have a Background as a second commander.

  • Cipher

    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.

  • Cleave

    If you cast this spell for its cleave cost, remove the words in square brackets.

  • Commander ninjutsu

    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.

  • Companion

    If this card is your chosen companion, you may pay {3} to put it into your hand from outside the game once.

  • Compleated

    This planeswalker can be cast for Phyrexian mana; if life was paid, it enters with fewer loyalty counters.

  • Conspire

    As you cast this spell, you may tap two untapped creatures you control that share a color with it. If you do, copy it.

  • Convoke

    Your creatures can help cast this spell. Each creature you tap while casting pays for {1} or one mana of that creature's color.

  • Craft

    Exile this card and the specified materials from among permanents you control and/or cards in your graveyard to transform it.

  • Crew

    Tap any number of creatures you control with total power N or more: This Vehicle becomes an artifact creature until end of turn.

  • Cumulative upkeep

    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.

  • Cycling

    Discard this card and pay the cycling cost: Draw a card.

  • Dash

    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.

  • Daybound

    If a player casts no spells during their own turn, it becomes night next turn. This permanent transforms.

  • Deathtouch

    Any amount of damage this deals to a creature is enough to destroy it.

  • Decayed

    This creature can't block. When it attacks, sacrifice it at end of combat.

  • Defender

    This creature can't attack.

  • Delve

    Each card you exile from your graveyard while casting this spell pays for {1}.

  • Demonstrate

    When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.

  • Desertwalk

    This creature can't be blocked as long as defending player controls a Desert.

  • Dethrone

    Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.

  • Devoid

    This card has no color.

  • Devour

    As this creature enters, you may sacrifice any number of creatures. This creature enters with N +1/+1 counters for each creature sacrificed.

  • Disguise

    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.

  • Disturb

    You may cast this card transformed from your graveyard for its disturb cost.

  • Doctor's companion

    You can have two commanders if the other is the Doctor.

  • Double agenda

    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.

  • Double strike

    This creature deals both first-strike and regular combat damage.

  • Double team

    When this creature attacks, conjure a duplicate into your hand, then both lose double team.

  • Dredge

    If you would draw a card, you may mill N cards instead. If you do, return this card from your graveyard to your hand.

  • Echo

    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.

  • Embalm

    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.

  • Emerge

    You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.

  • Enchant

    Attach this Aura to a permanent of the specified type.

  • Encore

    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.

  • Enlist

    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.

  • Entwine

    Pay the entwine cost in addition to any other costs: Choose all modes of this spell instead of just one.

  • Epic

    For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell.

  • Equip

    Pay the equip cost: Attach this Equipment to target creature you control. Equip only as a sorcery.

  • Escalate

    Pay the escalate cost for each mode chosen beyond the first.

  • Escape

    You may cast this card from your graveyard for its escape cost, exiling other cards from your graveyard as part of that cost.

  • Eternalize

    Pay the eternalize cost, exile this card from your graveyard: Create a 4/4 black Zombie token that's a copy of it.

  • Evoke

    You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.

  • Evolve

    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.

  • Exalted

    Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.

  • Exhaust

    Activate only if this permanent is untapped. When activated, it becomes exhausted and doesn't untap during your next untap step.

  • Exploit

    When this creature enters, you may sacrifice a creature.

  • Extort

    Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.

  • Fabricate

    When this creature enters, put N +1/+1 counters on it, or create N 1/1 colorless Servo artifact creature tokens.

  • Fading

    This permanent enters with N fade counters. At the beginning of your upkeep, remove a fade counter. If you can't, sacrifice it.

  • Fear

    This creature can't be blocked except by artifact creatures and/or black creatures.

  • Firebending

    A special ability themed around manipulating fire.

  • First strike

    This creature deals combat damage before creatures without first strike.

  • Flanking

    Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.

  • Flash

    You may cast this spell any time you could cast an instant.

  • Flashback

    You may cast this card from your graveyard for its flashback cost, then exile it.

  • Flying

    This creature can't be blocked except by creatures with flying or reach.

  • For Mirrodin!

    When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.

  • Forecast

    Activate only during your upkeep and only once each turn, by revealing this card from your hand.

  • Forestcycling

    Discard this card and pay the cycling cost: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.

  • Forestwalk

    This creature can't be blocked as long as defending player controls a Forest.

  • Foretell

    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.

  • Fortify

    Pay the fortify cost: Attach this Fortification to target land you control. Fortify only as a sorcery.

  • Freerunning

    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.

  • Frenzy

    Whenever this creature attacks and isn't blocked, it gets +N/+0 until end of turn.

  • Friends forever

    You can have two commanders if both have friends forever.

  • Fuse

    You may cast one or both halves of this card from your hand.

  • Gift

    You may give a gift to an opponent as you cast this spell for an additional benefit.

  • Graft

    This permanent enters with N +1/+1 counters. Whenever another creature enters, you may move a +1/+1 counter from this permanent onto it.

  • Gravestorm

    When you cast this spell, copy it for each permanent that was put into a graveyard from the battlefield this turn.

  • Harmonize

    As this creature enters, you may have it harmonize with a creature you control. If you do, both get a bonus.

  • Haste

    This creature can attack and use activated abilities with {T} in the cost as soon as it enters.

  • Haunt

    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.

  • Hexproof

    This permanent can't be the target of spells or abilities your opponents control.

  • Hexproof from

    This permanent can't be the target of spells or abilities of the specified quality that your opponents control.

  • Hidden agenda

    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.

  • Hideaway

    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.

  • Horsemanship

    This creature can't be blocked except by creatures with horsemanship.

  • Impending

    Cast this spell for its impending cost. It enters with N time counters and is not a creature until all time counters are removed.

  • Improvise

    Your artifacts can help cast this spell. Each artifact you tap while casting pays for {1}.

  • Indestructible

    Effects that say "destroy" don't destroy this. This creature can't be destroyed by lethal damage.

  • Infect

    This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.

  • Ingest

    Whenever this creature deals combat damage to a player, that player exiles the top card of their library.

  • Intensity

    This permanent enters with N intensity counters that affect its abilities.

  • Intimidate

    This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.

  • Islandcycling

    Discard this card and pay the cycling cost: Search your library for an Island card, reveal it, put it into your hand, then shuffle.

  • Islandwalk

    This creature can't be blocked as long as defending player controls an Island.

  • Job select

    Choose a job class for this creature when it enters, granting different abilities.

  • Jump-start

    You may cast this card from your graveyard by discarding a card in addition to paying its other costs, then exile it.

  • Kicker

    You may pay an additional cost as you cast this spell for an enhanced effect.

  • Landcycling

    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.

  • Landwalk

    This creature can't be blocked as long as defending player controls a land of the specified type.

  • Legendary landwalk

    This creature can't be blocked as long as defending player controls a legendary land.

  • Level Up

    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.

  • Lifelink

    Damage dealt by this creature also causes you to gain that much life.

  • Living metal

    As long as it's your turn, this Vehicle is also a creature.

  • Living weapon

    When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.

  • Madness

    If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.

  • Max speed

    If you've cast two or more spells this turn, you may cast this card for its max speed cost.

  • Mayhem

    Whenever this creature deals combat damage to a player, it gains a bonus effect.

  • Megamorph

    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.

  • Melee

    Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.

  • Menace

    This creature can't be blocked except by two or more creatures.

  • Mentor

    Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.

  • Miracle

    You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.

  • Mobilize

    When this creature enters, untap target creature you control. It gains haste until end of turn.

  • Modular

    This creature enters with N +1/+1 counters. When it dies, you may put its +1/+1 counters on target artifact creature.

  • More Than Meets the Eye

    You may cast this card converted for its alternative cost.

  • Morph

    You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.

  • Mountaincycling

    Discard this card and pay the cycling cost: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.

  • Mountainwalk

    This creature can't be blocked as long as defending player controls a Mountain.

  • Multikicker

    You may pay the kicker cost any number of additional times as you cast this spell.

  • Mutate

    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.

  • Myriad

    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.

  • Nightbound

    If a player casts two or more spells during their own turn, it becomes day next turn. This permanent transforms.

  • Ninjutsu

    Pay the ninjutsu cost, return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.

  • Nonbasic landwalk

    This creature can't be blocked as long as defending player controls a nonbasic land.

  • Offering

    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.

  • Offspring

    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.

  • Outlast

    Pay the outlast cost, tap this creature: Put a +1/+1 counter on it. Outlast only as a sorcery.

  • Overload

    Cast this spell for its overload cost: Replace 'target' with 'each' in its text.

  • Partner

    You can have two commanders if both have partner.

  • Partner with

    When this creature enters, target player may search their library for the named partner card, reveal it, put it into their hand, then shuffle.

  • Persist

    When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield with a -1/-1 counter.

  • Phasing

    This permanent phases in and out. While phased out, it's treated as though it doesn't exist.

  • Plainscycling

    Discard this card and pay the cycling cost: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.

  • Plainswalk

    This creature can't be blocked as long as defending player controls a Plains.

  • Poisonous

    Whenever this creature deals combat damage to a player, that player gets N poison counters.

  • Protection

    This permanent can't be damaged, enchanted, equipped, blocked, or targeted by anything with the specified quality.

  • Prototype

    You may cast this spell with different mana cost, color, and power/toughness.

  • Provoke

    Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.

  • Prowess

    Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.

  • Prowl

    You may pay the prowl cost instead if a creature sharing a type with this card dealt combat damage to a player this turn.

  • Rampage

    Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.

  • Ravenous

    This creature enters with X +1/+1 counters. If X is 5 or more, draw a card when it enters.

  • Reach

    This creature can block creatures with flying.

  • Read Ahead

    Choose a chapter and start with that many lore counters. Skip ahead chapters don't trigger. After your draw step, add a lore counter.

  • Rebound

    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.

  • Reconfigure

    Pay the reconfigure cost: Attach to target creature you control, or unattach. Reconfigure only as a sorcery. While attached, this isn't a creature.

  • Recover

    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.

  • Reinforce

    Discard this card and pay the reinforce cost: Put N +1/+1 counters on target creature.

  • Renown

    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.

  • Replicate

    As you cast this spell, you may pay the replicate cost any number of times. For each time you paid, copy it.

  • Retrace

    You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.

  • Riot

    This creature enters with your choice of a +1/+1 counter or haste.

  • Ripple

    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.

  • Saddle

    Tap any number of creatures you control with total power N or more: This Mount becomes saddled until end of turn.

  • Scavenge

    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.

  • Shadow

    This creature can block or be blocked only by creatures with shadow.

  • Shroud

    This permanent can't be the target of spells or abilities.

  • Skulk

    This creature can't be blocked by creatures with greater power.

  • Slivercycling

    Discard this card and pay the cycling cost: Search your library for a Sliver card, reveal it, put it into your hand, then shuffle.

  • Sneak

    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.

  • Solved

    When the case is solved (its condition is met), trigger an additional effect.

  • Soulbond

    You may pair this creature with another unpaired creature when either enters. As long as both are paired, both get a bonus.

  • Soulshift

    When this creature dies, you may return target Spirit card with mana value N or less from your graveyard to your hand.

  • Specialize

    Pay a color-specific cost, discard a card: This creature becomes specialized with new abilities based on the color paid.

  • Spectacle

    You may cast this spell for its spectacle cost if an opponent lost life this turn.

  • Splice

    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.

  • Split second

    As long as this spell is on the stack, players can't cast other spells or activate abilities that aren't mana abilities.

  • Spree

    Choose one or more additional costs. You must pay those costs. Each mode chosen adds its effect.

  • Squad

    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.

  • Station

    Choose a station from a set of options, each granting different abilities or effects.

  • Storm

    When you cast this spell, copy it for each spell cast before it this turn.

  • Sunburst

    This permanent enters with a +1/+1 counter (or charge counter) for each color of mana spent to cast it.

  • Surge

    You may cast this spell for its surge cost if you or a teammate have cast another spell this turn.

  • Suspend

    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.

  • Swampcycling

    Discard this card and pay the cycling cost: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.

  • Swampwalk

    This creature can't be blocked as long as defending player controls a Swamp.

  • Tiered

    This card has multiple tiers that unlock additional abilities as you meet conditions.

  • Toxic

    Whenever this creature deals combat damage to a player, that player gets N poison counters.

  • Training

    Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.

  • Trample

    This creature can deal excess combat damage to the player or planeswalker it's attacking.

  • Transfigure

    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.

  • Transmute

    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.

  • Tribute

    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.

  • Typecycling

    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.

  • Umbra armor

    If this enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.

  • Undaunted

    This spell costs {1} less to cast for each opponent.

  • Undying

    When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield with a +1/+1 counter.

  • Unearth

    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.

  • Unleash

    You may have this creature enter with a +1/+1 counter. It can't block as long as it has a +1/+1 counter.

  • Vanishing

    This permanent enters with N time counters. At the beginning of your upkeep, remove a time counter. When the last is removed, sacrifice it.

  • Vigilance

    Attacking doesn't cause this creature to tap.

  • Ward

    Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays the ward cost.

  • Warp

    A special ability that bends or manipulates the game state in an unusual way.

  • Web-slinging

    A themed ability that lets this creature interact with the battlefield in spider-like ways.

  • Wither

    This creature deals damage to creatures in the form of -1/-1 counters.

  • Wizardcycling

    Discard this card and pay the cycling cost: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.

Keyword Actions(70)

  • Abandon

    Give up control of a permanent or leave a location.

  • Activate

    Use an activated ability by paying its cost.

  • Adapt

    If this creature has no +1/+1 counters on it, put N +1/+1 counters on it.

  • Airbend

    A special action themed around manipulating air.

  • Amass

    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.

  • Assemble

    Put a Contraption from your Contraption deck onto the battlefield on one of your sprockets.

  • Attach

    Move an Aura, Equipment, or Fortification onto a permanent.

  • Behold

    Look at a card or reveal hidden information to gain an effect.

  • Blight

    Place a blight counter on a land, making it lose all abilities.

  • Bolster

    Put N +1/+1 counters on the creature you control with the least toughness.

  • Cast

  • Clash

    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.

  • Cloak

    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.

  • Collect evidence

    Exile cards with total mana value N or greater from your graveyard.

  • Conjure

    Create a card in a specified zone (digital formats only).

  • Connive

    Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.

  • Convert

    Transform this permanent (without checking day/night conditions).

  • Counter

  • Create

  • Destroy

  • Detain

    Until your next turn, that permanent can't attack, block, or activate abilities.

  • Discard

  • Discover

    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.

  • Double

  • Earthbend

    A special action themed around manipulating earth and stone.

  • Endure

    If this creature would die, instead remove all damage from it, tap it, and it loses all abilities until end of turn.

  • Exchange

  • Exert

    An exerted creature won't untap during your next untap step.

  • Exile

  • Explore

    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.

  • Fateseal

    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.

  • Fight

    Each of two target creatures deals damage equal to its power to the other.

  • Food

  • Forage

    Sacrifice a Food or exile three cards from your graveyard.

  • Goad

    Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.

  • Heist

    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.

  • Incubate

    Create an Incubator token with N +1/+1 counters. Pay {2}: Transform it into a 0/0 Phyrexian artifact creature.

  • Investigate

    Create a Clue artifact token with '{2}, Sacrifice this: Draw a card.'

  • Learn

    You may reveal a Lesson card from outside the game and put it into your hand, or discard a card to draw a card.

  • Manifest

    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.

  • Manifest dread

    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.

  • Meld

    Exile two specific cards you own, then combine them into one oversized card.

  • Mill

    Put the top N cards of your library into your graveyard.

  • Monstrosity

    If this creature isn't monstrous, put N +1/+1 counters on it and it becomes monstrous.

  • Open an Attraction

    Put the top card of your Attraction deck onto the battlefield.

  • Planeswalk

    Move to a new plane by turning over the top card of the planar deck.

  • Play

  • Plot

    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.

  • Populate

    Create a token that's a copy of a creature token you control.

  • Proliferate

    Choose any number of permanents and/or players with counters, then give each another counter of a kind already there.

  • Regenerate

    The next time this creature would be destroyed this turn, instead tap it, remove all damage from it, and remove it from combat.

  • Reveal

  • Role token

    Create an Aura enchantment token attached to a creature, granting it specific abilities.

  • Roll to Visit Your Attractions

    Roll a six-sided die. Visit each Attraction you control whose number matches the result.

  • Sacrifice

  • Scry

    Look at the top N cards of your library, then put any number on the bottom and the rest on top in any order.

  • Seek

    Search your library for a card meeting specified criteria and put it into your hand. Don't reveal it or shuffle (digital formats).

  • Set in motion

    Put a scheme card from the command zone on top of your scheme deck.

  • Shuffle

  • Support

    Put a +1/+1 counter on each of up to N target creatures.

  • Surveil

    Look at the top N cards of your library. Put any number into your graveyard and the rest back on top in any order.

  • Suspect

    A suspected creature has menace and can't block.

  • Tap

  • Time Travel

    For each suspended card you own and each permanent you control with a time counter, you may add or remove a time counter.

  • Transform

  • Treasure

  • Untap

  • Venture into the dungeon

    Move to the next room of a dungeon you've entered, or enter the first room of a dungeon of your choice.

  • Vote

  • Waterbend

    A special action themed around manipulating water.

Ability Words(66)

  • Adamant

    If at least three mana of the same color was spent to cast this spell, an additional effect occurs.

  • Addendum

    If you cast this spell during your main phase, an additional effect occurs.

  • Alliance

    Whenever another creature enters under your control, trigger an effect.

  • Battalion

    Whenever this creature and at least two other creatures attack, trigger an effect.

  • Bloodrush

    Discard this card and pay its bloodrush cost: Target attacking creature gets a bonus equal to this card's power and toughness.

  • Celebration

    If two or more nonland permanents entered under your control this turn, gain an additional effect.

  • Channel

    Discard this card and pay the channel cost from your hand for an effect.

  • Chroma

    Count the number of mana symbols of a certain color among cards in a specified zone for a variable effect.

  • Cohort

    Tap this creature and another untapped Ally you control to activate this ability.

  • Constellation

    Whenever an enchantment enters under your control, trigger an effect.

  • Converge

    This spell's effect scales with the number of colors of mana spent to cast it.

  • Corrupted

    If an opponent has three or more poison counters, gain an additional effect.

  • Council's dilemma

    Starting with you, each player votes for one of two options. Effects scale with the votes.

  • Coven

    If you control three or more creatures with different powers, gain an additional effect.

  • Delirium

    If there are four or more card types among cards in your graveyard, gain an additional effect.

  • Descend

    Checks the number of permanent cards that were put into your graveyard this turn (or total) for a variable effect.

  • Disappear

    Remove counters or phase out a permanent.

  • Domain

    This effect scales with the number of basic land types among lands you control (up to five).

  • Eerie

    Whenever an enchantment enters under your control or you fully unlock a Room, trigger an effect.

  • Eminence

    This ability works as long as this commander is in the command zone or on the battlefield.

  • Enrage

    Whenever this creature is dealt damage, trigger an effect.

  • Fateful hour

    If you have 5 or less life, gain an additional effect.

  • Fathomless descent

    Count the number of permanent cards in your graveyard for a variable effect.

  • Ferocious

    If you control a creature with power 4 or greater, gain an additional effect.

  • Flurry

    If you've cast two or more spells this turn, gain an additional effect.

  • Formidable

    If creatures you control have total power 8 or greater, gain an additional effect.

  • Grandeur

    Discard another card with the same name to activate a powerful ability.

  • Hellbent

    If you have no cards in hand, gain an additional effect.

  • Hero's Reward

    When this permanent dies, gain a bonus effect as a reward for your hero's sacrifice.

  • Heroic

    Whenever you cast a spell that targets this creature, trigger an effect.

  • Imprint

    Exile a card to imprint it on this permanent, giving it abilities based on the exiled card.

  • Inspired

    Whenever this creature becomes untapped, trigger an effect.

  • Join forces

    Starting with you, each player may pay any amount of mana. The effect scales with the total paid.

  • Kinfall

    Whenever another creature that shares a type with this creature enters under your control, trigger an effect.

  • Kinship

    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.

  • Landfall

    Whenever a land enters under your control, trigger an effect.

  • Landship

    Whenever a land enters under your control, this Vehicle becomes crewed until end of turn.

  • Legacy

    An ability that works while this card is in a specific zone, providing a lasting effect.

  • Lieutenant

    As long as you control your commander, this creature gets a bonus.

  • Magecraft

    Whenever you cast or copy an instant or sorcery spell, trigger an effect.

  • Metalcraft

    If you control three or more artifacts, gain an additional effect.

  • Morbid

    If a creature died this turn, gain an additional effect.

  • Pack tactics

    Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, trigger an effect.

  • Paradox

    Whenever you cast a spell from anywhere other than your hand, trigger an effect.

  • Parley

    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.

  • Radiance

    This spell or ability affects target creature and each other creature that shares a color with it.

  • Raid

    If you attacked this turn, gain an additional effect.

  • Rally

    Whenever another Ally enters under your control, trigger an effect for each Ally you control.

  • Renew

    Return a card from your graveyard, gaining a refreshed bonus.

  • Revolt

    If a permanent you controlled left the battlefield this turn, gain an additional effect.

  • Secret council

    Each player secretly votes for one of two options. Effects depend on the votes.

  • Spell mastery

    If there are two or more instant and/or sorcery cards in your graveyard, gain an additional effect.

  • Start your engines!

    When conditions are met, Vehicles you control become crewed automatically.

  • Strive

    This spell costs an additional amount for each target beyond the first.

  • Survival

    At the beginning of your second main phase, if this creature is tapped, trigger an effect.

  • Sweep

    Return any number of lands of a specified type you control to their owner's hand for a scaled effect.

  • Teamwork

    This ability triggers or improves when you cooperate with other players.

  • Tempting offer

    Each opponent may take you up on this offer. For each who does, you also get the benefit.

  • Threshold

    If there are seven or more cards in your graveyard, gain an additional effect.

  • Underdog

    If you have lost more life than each opponent this turn, gain an additional effect.

  • Undergrowth

    Count the number of creature cards in your graveyard for a variable effect.

  • Valiant

    Whenever this creature becomes the target of a spell or ability you control, trigger an effect.

  • Vivid

    This permanent enters with vivid counters that can be spent for colored mana.

  • Void

  • Will of the council

    Starting with you, each player votes for one of two options. The option with more votes takes effect.

  • Will of the Planeswalkers

    Each player votes, and effects depend on the outcome, themed around planeswalkers.