Dominaria United
[+1]: Create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") [−1]: Pay any amount of mana. Look at that many cards from the top of your library, then put one of those cards into your hand and the rest on the bottom of your library in a random order. [−7]: You get an emblem with "Tap an untapped artifact you control: This emblem deals 1 damage to any target."
[+1]: Create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") [0]: Pay any amount of mana. Look at that many cards from the top of your library, then put one of those cards into your hand and the rest on the bottom of your library in a random order. [−6]: You get an emblem with "Tap an untapped artifact you control: This emblem deals 1 damage to any target."
Vigilance As this creature enters, look at an opponent's hand, then choose any card name. Spells your opponents cast with the chosen name cost {2} more to cast. Activated abilities of sources with the chosen name cost {2} more to activate unless they're mana abilities.
Kicker {B} and/or {R} (You may pay an additional {B} and/or {R} as you cast this spell.) Flying, lifelink When this creature enters, if it was kicked, it deals 2 damage to any target. When this creature enters, if it was kicked twice, it deals 2 damage to any target.
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) When this creature enters, create a 1/1 white Soldier creature token.
Affinity for creatures (This spell costs {1} less to cast for each creature you control.) Vigilance (Attacking doesn't cause this creature to tap.)
Domain — Artillery Blast deals X damage to target tapped creature, where X is 1 plus the number of basic land types among lands you control.
Vigilance Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
Kicker {B} (You may pay an additional {B} as you cast this spell.) When this creature enters, if it was kicked, each player sacrifices a creature of their choice.
Create three 1/1 white Soldier creature tokens.
{4}{W}: Creatures you control get +1/+1 until end of turn.
When this enchantment enters, exile target creature or planeswalker an opponent controls until this enchantment leaves the battlefield.
Flash Kicker {2}{R} (You may pay an additional {2}{R} as you cast this spell.) Flying When this creature enters, if it was kicked, it deals X damage to any target, where X is the number of attacking creatures.
Defender {2}{W}, {T}: Tap target creature.
Flying Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
First strike, vigilance, lifelink When Danitha enters, you may put an Aura or Equipment card from your hand or graveyard onto the battlefield attached to Danitha.
Vigilance As an additional cost to cast white permanent spells, you may pay 2 life. Those spells cost {W} less to cast if you paid life this way. This effect reduces only the amount of white mana you pay. Whenever you cast a white permanent spell, create a 1/1 white Soldier creature token.
Choose one — • Destroy target creature with toughness 4 or greater. • Destroy target enchantment.
Flying Whenever another creature you control enters, this creature gets +1/+1 until end of turn.
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Whenever this creature enlists a creature, scry 2. Discard a card: This creature gains indestructible until end of turn. Tap it.
Kicker {1}{R} (You may pay an additional {1}{R} as you cast this spell.) Creatures you control get +2/+1 until end of turn. If this spell was kicked, those creatures also gain trample until end of turn.
Untap up to two target creatures. They each get +2/+2 until end of turn.
Kicker {G} (You may pay an additional {G} as you cast this spell.) When this creature enters, if it was kicked, put a +1/+1 counter on target creature you control.
First strike If you would gain life, you gain that much life plus 1 instead. {1}{W}: This creature gets +1/+1 until end of turn.
Flash Domain — This spell costs {1} less to cast for each basic land type among lands you control. When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You and target opponent each draw two cards. II — Create a 1/1 white Bird creature token with flying. III — Put a +1/+1 counter on each of up to two target creatures.
Flying When this creature enters, you gain 2 life.
Kicker {1}{B} (You may pay an additional {1}{B} as you cast this spell.) Lifelink When this creature enters, if it was kicked, return target creature card from your graveyard to your hand.
Flash When this enchantment enters, exile up to one target nonland permanent an opponent controls until this enchantment leaves the battlefield. You gain 2 life.
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, create a 1/1 white Soldier creature token.
Kicker {U} (You may pay an additional {U} as you cast this spell.) Destroy target tapped creature. If this spell was kicked, scry 2.
Whenever this creature becomes tapped, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Flying Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
Kicker {1}{G} (You may pay an additional {1}{G} as you cast this spell.) Flying If this creature was kicked, it enters with two +1/+1 counters on it.
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Tap up to two target creatures. If this spell was kicked, put a stun counter on each of those creatures. (If a permanent with a stun counter would become untapped, remove one from it instead.) Draw a card.
Put a +1/+1 counter on target creature. It gains lifelink and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
When this enchantment enters, exile each nonland permanent with mana value 2 or less until this enchantment leaves the battlefield.
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — Scry 4, then you may reveal the top card of your library. If a planeswalker card is revealed this way, put it into your hand. II — You may put a planeswalker card with mana value 6 or less from your hand onto the battlefield. III — You may activate the loyalty abilities of planeswalkers you control twice this turn rather than only once.
Other Soldiers you control get +1/+1. {3}{W}{W}, Exile this card from your graveyard: Put a +1/+1 counter on each Soldier you control.
Defender When this creature enters, create a 1/1 white Bird creature token with flying for each creature with defender you control. Whenever another creature you control with defender enters, create a 1/1 white Bird creature token with flying.
At the beginning of each player's draw step, that player may draw an additional card. If they do, spells they cast this turn cost {2} more to cast.
Defender Whenever you cast an instant or sorcery spell, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
When this creature enters, choose one — • Create a 1/1 white Bird creature token with flying. • Return another target nonland permanent to its owner's hand. • Draw a card.
Kicker {R} (You may pay an additional {R} as you cast this spell.) Flying When this creature enters, if it was kicked, discard your hand, then draw two cards.
Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card." As long as enchanted creature is legendary, it gets +1/+1 and has ward {1}. (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Defender {1}{U}, {T}: Target player mills X cards, where X is the number of creatures you control with defender. (To mill a card, a player puts the top card of their library into their graveyard.)
Flying As an additional cost to cast blue permanent spells, you may pay 2 life. Those spells cost {U} less to cast if you paid life this way. This effect reduces only the amount of blue mana you pay. Whenever you cast a blue permanent spell, draw a card.
Flying Whenever you cast an instant or sorcery spell, choose one — • This creature gets +1/+1 until end of turn. • Exile this creature. Return it to the battlefield under its owner's control at the beginning of the next end step. • Scry 1.
This spell costs {U} less to cast if an opponent cast two or more spells this turn. Counter target spell.
Counter target creature spell.
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You may cast an instant or sorcery spell with mana value 1 or 2 from your hand without paying its mana cost. II — Target player mills four cards. III — Exile target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Flying Haughty Djinn's power is equal to the number of instant and sorcery cards in your graveyard. Instant and sorcery spells you cast cost {1} less to cast.
Vigilance This creature can't be blocked as long as you've cast an instant or sorcery spell this turn.
Tap target creature and put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Kicker {G} (You may pay an additional {G} as you cast this spell.) Scry 2, then draw a card. If this spell was kicked, you may put a land card from your hand onto the battlefield.
When this creature enters, you may search your library for an instant or sorcery card with mana value 1, reveal it, put it into your hand, then shuffle.
Counter target noncreature spell.
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I, II — Another target nonland permanent phases out. It can't phase in for as long as you control this Saga. III — Destroy all creatures. For each creature destroyed this way, its controller creates a 2/2 black Phyrexian creature token.
Kicker {1}{B} (You may pay an additional {1}{B} as you cast this spell.) Draw two cards. If this spell was kicked, each opponent discards a card.
Kicker {3}{G} (You may pay an additional {3}{G} as you cast this spell.) Flying If this creature was kicked, it enters with two +1/+1 counters on it. {T}: Target land you control becomes the basic land type of your choice until end of turn.
Kicker {W} (You may pay an additional {W} as you cast this spell.) If this spell was kicked, create a 1/1 white Soldier creature token. Counter target spell unless its controller pays {1} for each creature you control.
Kicker {2}{B} (You may pay an additional {2}{B} as you cast this spell.) Return target creature or planeswalker you don't control to its owner's hand. If this spell was kicked, put that permanent on the bottom of its owner's library instead.
Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.)
You may cast this spell as though it had flash if X is 3 or less. Draw X cards.
Flying
Flying, ward {2} Domain — Whenever this creature deals combat damage to a player, reveal the top X cards of your library, where X is the number of basic land types among lands you control. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. (Piles can be empty.)
Flying When this creature dies, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
{2}{U}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Kicker {1}{R} (You may pay an additional {1}{R} as you cast this spell.) Target creature gets -1/-0 until end of turn. If this spell was kicked, that creature blocks this turn if able. Draw a card.
Kicker {W} (You may pay an additional {W} as you cast this spell.) Return target creature to its owner's hand. Draw a card. If this spell was kicked, you gain 3 life.
This spell costs {1} less to cast for each instant and sorcery card in your graveyard. Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Whenever you cast a spell that targets only a single artifact or creature you control, create a token that's a copy of that artifact or creature, except it's not legendary.
Domain — When this creature enters, look at the top X cards of your library, where X is the number of basic land types among lands you control. You may put one of those cards on top of your library. Put the rest on the bottom of your library in a random order.
Flash Other Merfolk you control get +1/+1. Sacrifice a Merfolk: Counter target noncreature spell unless its controller pays {1}.
Kicker {1}{R} and/or {1}{G} This creature enters with two +1/+1 counters on it for each time it was kicked. When this creature enters, gain control of target creature with power less than this creature's power for as long as you control this creature.
{T}: Add {U}. Spend this mana only to cast an instant or sorcery spell or a kicked spell.
Kicker {R} (You may pay an additional {R} as you cast this spell.) Target player discards two cards. If this spell was kicked, it deals 3 damage to that player.
Kicker {R} (You may pay an additional {R} as you cast this spell.) Menace When this creature enters, if it was kicked, return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains haste. Sacrifice it at the beginning of the next end step.
Target creature gains deathtouch and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Flying {B}: This creature gains deathtouch until end of turn.
Defender {2}{B}, {T}: Each opponent loses X life, where X is the number of creatures with defender you control.
As an additional cost to cast this spell, sacrifice a creature. Destroy target creature.
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You may sacrifice a creature. If you do, each opponent discards a card. II — Return target creature card from your graveyard to your hand. III — Target opponent may sacrifice a nonland, nontoken permanent of their choice. If they don't, they lose 2 life and you draw a card.
Kicker {G} (You may pay an additional {G} as you cast this spell.) If this spell was kicked, put a +1/+1 counter on a creature you control. All creatures get -2/-2 until end of turn.
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — Target opponent reveals their hand. You choose a creature or planeswalker card from it. That player discards that card. II — Search your library for a card, put that card into your hand, then shuffle. You lose 3 life. III — Put target creature card from a graveyard onto the battlefield under your control.
This creature enters tapped. {1}{B}: Return this card from your graveyard to the battlefield. Activate only if a non-Skeleton creature died under your control this turn.
Destroy target creature with total power and toughness 5 or less.
Menace As an additional cost to cast black permanent spells, you may pay 2 life. Those spells cost {B} less to cast if you paid life this way. This effect reduces only the amount of black mana you pay. Whenever you cast a black permanent spell, target creature you control gets +1/+1 and gains menace until end of turn.
Domain — Each creature gets -X/-X until end of turn, where X is 1 plus the number of basic land types among lands you control.