As an additional cost to cast this spell, return any number of creatures you control to their owner's hands. This spell costs {2} less to cast for each creature returned in this way. Trample, ward {3} Keepers of the Rundfora's power and toughness are each equal to twice the number of cards in your hand.
At the beginning of each player's upkeep, that player loses 2 life unless they sacrifice a creature. {4}{G}: Create a 2/2 green Wolf Elemental creature token.
When Keepsake of Binding enters, exile target creature an opponent controls until Keepsake of Binding leaves the battlefield. {4}, {T}: Tap target creature with power less than the exiled card's power.
Only a greater evil can unlock the terrors trapped within.
This spell costs {1} less to cast for each permanent you control that's an artifact and/or a token. When Kellythross's Collector enters, you may return another target nonland permanent to its owner's hand.
[+1]: Create a 1/1 colorless Thopter artifact creature token with flying. It gains lifelink until your next turn. [–1]: Sacrifice an artifact. If you do, draw two cards. [–6]: Draw seven cards. Artifact spells you cast this turn cost {2} less to cast.
Enchant land you control When Kelp Garden enters, mill three cards. Whenever enchanted land is tapped for mana, add one mana of any color among cards in your graveyard.
Spirited (When this creature enters, you may activate one of its activated abilities without paying its cost.) {2}{R}, {T}: Target creature can't block this turn.
Lifelink Creature and Aura cards with mana value 3 or less in your graveyard have revive {2}{W/B}. ({2}{W/B}, Exile that card from your graveyard: Create a token that's a copy of it except it has no mana cost. Revive only as a sorcery.)
Nonbasic landwalk (This creature can't be blocked as long as defending player controls a nonbasic land.) Art of war — At the beginning of your end step, if Kenshiro's Cavalry dealt damage to an opponent this turn, put a +1/+1 counter on it.
Equipped creature gets +2/+2. Art of war — At the beginning of your end step, if equipped creature dealt damage to an opponent this turn, untap up to three target lands you control. Equip {2}
(Color indicator: Kept Under Watch is white and blue)
Enchant player At the beginning of enchanted player's upkeep, that player chooses draw step, main phase, or combat phase. They skip each instance of the chosen step or phase this turn.
Flying, ward {2} The first noncreature spell you cast each turn costs {X} less to cast, where X is your devotion to blue. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)
It speaks in an arcane tongue only elite mages can hope to decipher.
Indestructible As long as your devotion to blue and red is less than seven, Keranos isn't a creature. Whenever you cast an instant or sorcery spell, you may copy that spell. Do this only once each turn. You may choose new targets for the copy.
Kernel Barrage deals damage to target creature or planeswalker equal to the number of spells you've cast this turn (including this one). Flashback {2}{R}(You may cast this card from your graveyard for its flashback cost. Then exile it.)
As the assault on the Blackwall began CySec unleashed a counter barrage. Servers and satellites alike rained terror across the Scarlands.
Whenever you cast a spell, if you sacrificed permanents, discarded cards, and/or paid life as an additional cost to cast it, Kernel Knot deals 2 damage to any target. (Sacrificing permanents for mana doesn't count.)
This spell has flash as long as you control another enchantment. When Kernel Quarantine enters, exile all other creatures until Kernel Quarantine leaves the battlefield.
“Isolating partition, hang tight in there.” —Ian, CySec Vanguard
Equipped creature gets +2/+2. Whenever equipped creature attacks, you may return target creature card with mana value 2 or less from your graveyard to the battlefield. Equip {2}
Choose two — • Each opponent sacrifices a creature. • Each player discards two cards. • All creatures get -1/-1 until end of turn. • You draw two cards and you lose 2 life.
Until end of turn, you may play cards from your graveyard by paying 2 life in addition to those cards' costs. If a card would be put into your graveyard from anywhere this turn, exile that card instead.