Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
Artista: Magali Villeneuve
Servant of the Conduit
When Servant of the Conduit enters, you get (two energy counters).
, Pay
: Add one mana of any color.
Cast Out
Flash
When Cast Out enters, exile target nonland permanent an opponent controls until Cast Out leaves the battlefield.
Cycling (
, Discard this card: Draw a card.)
Nissa, Worldsoul Speaker
Landfall — Whenever a land you control enters, you get (two energy counters).
You may pay eight rather than pay the mana cost for permanent spells you cast.
Nissa, Worldsoul Speaker
Landfall — Whenever a land you control enters, you get (two energy counters).
You may pay eight rather than pay the mana cost for permanent spells you cast.
Stromkirk Occultist
Trample
Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card.
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.)
Thalia, Heretic Cathar
First strike
Creatures and nonbasic lands your opponents control enter tapped.
Stromkirk Occultist
Trample
Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card.
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.)
Thalia, Heretic Cathar
First strike
Creatures and nonbasic lands your opponents control enter tapped.
Pharika, God of Affliction
Indestructible
As long as your devotion to black and green is less than seven, Pharika isn’t a creature.
: Exile target creature card from a graveyard. Its owner creates a 1/1 black and green Snake enchantment creature token with deathtouch.
Linvala, the Preserver
Flying
When Linvala, the Preserver enters, if an opponent has more life than you, you gain 5 life.
When Linvala enters, if an opponent controls more creatures than you, create a 3/3 white Angel creature token with flying.
Narset Transcendent
+1: Look at the top card of your library. If it’s a noncreature, nonland card, you may reveal it and put it into your hand.
−2: When you next cast an instant or sorcery spell from your hand this turn, it gains rebound. (Exile the spell as it resolves. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
−9: You get an emblem with “Your opponents can’t cast noncreature spells.”
Wizards
(Theme color: )
Kiora, the Rising Tide
When Kiora enters, draw two cards, then discard two cards.
Threshold — Whenever Kiora attacks, if there are seven or more cards in your graveyard, you may create Scion of the Deep, a legendary 8/8 blue Octopus creature token.
Druid of the Cowl
: Add
.
Kiora, the Rising Tide
When Kiora enters, draw two cards, then discard two cards.
Threshold — Whenever Kiora attacks, if there are seven or more cards in your graveyard, you may create Scion of the Deep, a legendary 8/8 blue Octopus creature token.
Wind Strider
Flash (You may cast this spell any time you could cast an instant.)
Flying
Negate
Counter target noncreature spell.
Make a Stand
Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say “destroy” don’t destroy them.)
Rally of Wings
Untap all creatures you control. Creatures you control with flying get +2/+2 until end of turn.
Dive Down
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can’t be the target of spells or abilities your opponents control.)
Make a Stand
Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say “destroy” don’t destroy them.)
Academy Journeymage
This spell costs less to cast if you control a Wizard.
When Academy Journeymage enters, return target creature an opponent controls to its owner’s hand.
Storm, Force of Nature
Flying, vigilance
Ceaseless Tempest — Whenever Storm deals combat damage to a player, the next instant or sorcery spell you cast this turn has storm. (When you cast it, copy it for each spell cast before it this turn. You may choose new targets for the copies.)