You get {E}, then you may pay one or more {E}. If you do, each creature you control with power equal to the amount of {E} paid this way gains indestructible until end of turn. Destroy all creatures.
Imperial detonators are calibrated to maximize devastation while minimizing collateral damage.
His mission has become a grim pilgrimage, a tour of the Eldrazi-stricken outposts across Zendikar. But he marches on alone, stubborn as the daily dawn.
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
The person who finishes a journey is rarely the same as the one who starts it.
As this enchantment enters, choose a number and a second number one higher or one lower than the first number. All instances of the first chosen number in the full text of each permanent, spell, and card in any zone are changed to the second chosen number.
Prevent all combat damage that would be dealt to attacking artifact creatures you control. Whenever one or more artifact creatures you control enter, draw a card. This ability triggers only once each turn.
First strike Whenever this creature or another Human you control enters, tap target creature an opponent controls. At the beginning of your upkeep, create a 1/1 white Human Soldier creature token.
Vanishing 3 When this creature dies, if it had no time counters on it, you may search your library for an enchantment card, put it onto the battlefield, then shuffle.
As this creature enters, choose an opponent. Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures the chosen player controls.
"Let us remember brave Jarkeld and his troops, who perished in the Adarkar Wastes so long ago." —Halvor Arenson, Kjeldoran Priest
Read ahead 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.