Revolt — When this creature enters, if a permanent left the battlefield under your control this turn, create a 1/1 colorless Servo artifact creature token.
This land enters tapped unless you control a Mount or Vehicle. {T}: Add {W}. {1}{W}, {T}, Sacrifice this land: Create a 1/1 colorless Pilot creature token with "This token saddles Mounts and crews Vehicles as though its power were 2 greater." Activate only as a sorcery.
At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process. Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.
When this creature enters, look at the top four cards of your library. You may reveal a Human card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
One silvery blast signaled that she wouldn't be arriving at Thraben alone.
Up to one target creature you control gains protection from each of your opponents until end of turn. Draw a card. Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn.
Flying When this creature enters, you gain 2 life.
"Sea Gate has fallen. Survivors are on the move. Will send another griffin when we find refuge. Stay hidden. Stay safe." —Message from Tars Olan, kor world-gift
The Orzhov started using hawks as messengers in order to bypass the many toll roads and bridges that dot Ravnica. Soon the service became one of their most profitable businesses.
When this artifact enters, create a 1/1 green and white Citizen creature token. {T}, Sacrifice this artifact: Add one mana of any color. {W}{U}{B}{R}{G}, {T}, Sacrifice this artifact: Draw three cards.
Play with the top card of your library revealed. You may play lands from the top of your library. Landfall — Whenever a land you control enters, you gain 1 life.
Vigilance When this creature enters, look at the top three cards of your library, then put one of them into your hand and the rest on the bottom of your library in any order. When this creature enters, sacrifice it unless {W} was spent to cast it.
When this enchantment enters, you become the monarch. At the beginning of your upkeep, each opponent loses 3 life unless they discard a card. If you're the monarch, instead each opponent loses 6 life unless they discard two cards.
When this enchantment enters, you become the monarch. At the beginning of your upkeep, return target permanent card with mana value 3 or less from your graveyard to your hand. If you're the monarch, return that permanent card to the battlefield instead.
When this enchantment enters, you become the monarch. At the beginning of your upkeep, you may put a land card from your hand onto the battlefield. If you're the monarch, instead you may put a creature or land card from your hand onto the battlefield.
When this enchantment enters, you become the monarch. At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead.