Enchant creature As long as enchanted creature is green, it gets +1/+1 and has vigilance. As long as enchanted creature is blue, it gets +1/+1 and has flying.
Enlightenment is the mundane seen from the vantage point of the divine.
{G/U}: Groundling Pouncer gets +1/+3 and gains flying until end of turn. Activate only once each turn and only if an opponent controls a creature with flying.
Endry was determined to teach his groundlings a few winged-faerie tricks.
Creatures your opponents control lose flying until end of turn if {G} was spent to cast this spell, and creatures you control gain flying until end of turn if {U} was spent to cast this spell.
Other green creatures you control get +1/+1. Other blue creatures you control get +1/+1. Untap all green and/or blue creatures you control during each other player's untap step.
Overbeing of Myth's power and toughness are each equal to the number of cards in your hand. At the beginning of your draw step, draw an additional card.
"She walks among us unseen, learning from our imperfections." —The Seer's Parables
When Selkie Hedge-Mage enters, if you control two or more Forests, you may gain 3 life. When Selkie Hedge-Mage enters, if you control two or more Islands, you may return target tapped creature to its owner's hand.
Whenever you cast a spell that's both green and blue, Shorecrasher Mimic has base power and toughness 5/3 until end of turn and gains trample until end of turn.
The Aurora replaced the changelings' innocence with malice and their curiosity with hunger.
Sturdy Hatchling enters with four -1/-1 counters on it. {G/U}: Sturdy Hatchling gains shroud until end of turn. Whenever you cast a green spell, remove a -1/-1 counter from Sturdy Hatchling. Whenever you cast a blue spell, remove a -1/-1 counter from Sturdy Hatchling.
Trample Altar Golem's power and toughness are each equal to the number of creatures on the battlefield. Altar Golem doesn't untap during your untap step. Tap five untapped creatures you control: Untap Altar Golem.
Each opponent who controls more creatures than you can't cast creature spells. The same is true for artifacts and enchantments. Each opponent who controls more lands than you can't play lands.
Mages dare not attempt magic in its grotesque presence.