"Full fathom five thy father lies;/ Of his bones are coral made;/ Those are pearls that were his eyes;/ Nothing of him that doth fade,/ But doth suffer a sea-change/ Into something rich and strange." —William Shakespeare, The Tempest
"The bolts of our ballistae smashed into the monstrous thing, but our hopes died in our chests as its gears continued turning." —Sevti Mukul, The Fall of Alsoor
Even millennia later, some war machines from the devastating Brothers' War continue to function. Thankfully, the weapons meant to destroy them still work too.
Flying {R}: This creature gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.
Spend only black mana on X. Drain Life deals X damage to any target. You gain life equal to the damage dealt, but not more life than the player's life total before the damage was dealt, the planeswalker's loyalty before the damage was dealt, or the creature's toughness.
At the beginning of your upkeep, destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them. When there are no creatures on the battlefield, sacrifice this enchantment.
"The dead make good soldiers. They can't disobey orders, never surrender, and don't stop fighting when a random body part falls off." —Nevinyrral, Necromancer's Handbook
Foolishly, Najib retreated to his castle at El-Abar; the next morning he was dead. In just one night, the dwarven forces had reduced the mighty walls to mere rubble.
Earth elementals have the eternal strength of stone and the endurance of mountains. Primordially connected to the land they inhabit, they take a long-term view of things, scorning the impetuous haste of short-lived mortal creatures.
Enchant creature When this Aura enters, if enchanted creature has flying, this Aura deals 2 damage to that creature and this Aura gains "Enchanted creature loses flying."