At the beginning of combat on your turn, target artifact creature you control gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Most smiths shape metal, but some prefer more delicate materials.
As the ship approached, the jade totem rose high overhead. Power rippled. Eyes of stone glowed and crackled. Out hissed a breath of the world, and a windstorm came alive.
Put two +1/+1 counters on target creature.
Look at the top five cards of your library. You may reveal a white card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever a creature or planeswalker you control dies, you may sacrifice Ajani's Last Stand. If you do, create a 4/4 white Avatar creature token with flying.
When a spell or ability an opponent controls causes you to discard this card, if you control a Plains, create a 4/4 white Avatar creature token with flying.
[+1]: Put a +1/+1 counter on each of up to two target creatures.
[−2]: Return target creature card with converted mana cost 2 or less from your graveyard to the battlefield.
[−7]: You get an emblem with "At the beginning of your end step, create three 1/1 white Cat creature tokens with lifelink."
[+2]: You gain 1 life for each creature you control.
[−3]: Creatures you control get +2/+2 until end of turn.
[−9]: Put X +1/+1 counters on target creature, where X is your life total.
As Alpine Moon enters the battlefield, choose a nonbasic land card name.
Lands your opponents control with the chosen name lose all land types and abilities, and they gain ": Add one mana of any color."
Whenever you become the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays .
Creature tokens get -1/-0.
Whether it is magical, lucky, or merely old, it is cherished, and that gives it power.
Exile the top seven cards of your library. Until end of turn, you may cast spells from among them.
If this spell was cast from your hand, add ten mana of any one color.
Flying, vigilance
Whenever a creature with defender enters the battlefield under your control, draw a card.
Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.