Choose target creature you control. When that creature dies this turn, each opponent loses 2 life and you gain 2 life. That creature gets +1/-1 until end of turn.
The Phyrexians, famed for overlaying into Dominaria and destroying Mirrodin, soon found an emissary with which to travel the multiverse.
Target creature can't be blocked this turn. Scry 1. Fabled {2}{U}(Then if you cast this for its fabled cost, put it onto the battlefield transformed attached to that creature.)
Each player loses 3 life, then discards a card, then sacrifices a creature, an enchantment, a land, a planeswalker and a token. Then exile all graveyards.
She was warned of the consequences and she felt nothing but encouraged.
Towering Boughs enters the battlefield tapped. {T}: Add {R} or {G}. {3}{R}{G}: Until end of turn, Towering Boughs becomes a 6/6 red and green Treefolk creature with with trample and “Whenever this creature attacks or blocks, torment yourself.” It's still a land. (To torment yourself, lose 3 life unless you discard a card or sacrifice a nonland permanent.)
Towering Inferno deals X damage to each creature without flying. If a creature you don't control dealt damage this way would die this turn, exile it instead.
When backed into a corner, with everything on the line, only then are spells cast that become the stuff of legend.
Choose one — • Town Justice deals damage to target creature or planeswalker equal to the greatest power among Citizens and Peasants you control. • Town Justice deals damage to target creature or planeswalker equal to the number of Citizens and/or Peasants you control.
As an additional cost to cast this spell, exile any number of cards from your graveyard. This spell costs {1} less to cast for each card exiled this way. All creatures get -3/-3 until end of turn.
As Toxic Spring enters the battlefield, you may tap an untapped creature you control. If you don't, Toxic Spring enters the battlefield tapped. {T}: Add {U} or {B}.
Search your library for a land card, put it onto the battlefield tapped, then shuffle. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap that land.
Enchant creature you control Whenever a land enters the battlefield under your control, put a +1/+1 counter on enchanted creature. {3}{G}, Sacrifice Trace the Oasis: Draw cards equal to enchanted creature's power.
Equipped creature gets +0/+2. When equipped creature dies, investigate. (Create a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”) Equip {1}
(As this Discovery enters and after your draw step, add a progress counter. Stop after you've discovered.) I, II — Mill two cards. You gain 2 life. (Put the top two cards of your library into your graveyard.) Discovery — During each of your turns, you may cast a permanent spell from your graveyard.
You draw a card, lose 2 life, then create a Vial token. (It's an artifact with “{1}, Sacrifice this and another permanent: Draw a card. Activate only during your turn.”)
For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.
Atrios was the first of his people to learn what it is to drown.