First strike
Knight gets +1/+0 as long as you control another Knight.
—Quake manual
First strike
Knight gets +1/+0 as long as you control another Knight.

Prevent all damage that would be dealt to target creature you control this turn. You gain 3 life.

Enchant creature
Vanishing 3 (This Aura enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Enchanted creature gets +3/+3.
When Megahealth enters, you gain 3 life.

Vanishing 3 (This enchantment enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Prevent all damage that would be dealt to you and to permanents you control.

Castle of the Damned enters tapped.
: Add
.
,
: Create a 2/2 white Knight creature token with first strike.
Flying
Whenever Scrag attacks, it deals 1 damage to target creature defending player controls. (Corrosive spit.)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever Rotfish blocks or becomes blocked by a creature, that creature gets -1/-0 until end of turn.

Defender
Dopefish can attack as though it didn't have defender as long as you control three or more nonbasic lands.

Exile target creature. Return it to the battlefield under its owner's control at the beginning of the next end step.

Return target creature to its owner's hand. Scry 1.

Ziggurat Vertigo enters tapped.
: Add
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,
: Target creature gains flying until end of turn.
Zombie can't block.
If a source would deal less than 4 damage to Zombie, prevent that damage. (Only a gib puts it down for good.)
Target creature gets -2/-2 until end of turn.

Destroy target creature that was dealt damage this turn.

Spawn attacks each combat if able.
When Spawn dies, it deals 2 damage to each creature and each player.
Reach
Whenever Vore attacks, it deals 3 damage to target creature defending player controls. (Its pods never miss.)

This spell costs less to cast for each Rune you control.
Defender
Prevent all damage that would be dealt to Shub-Niggurath.
At the beginning of your upkeep, return target creature card with mana value 4 or less from your graveyard to the battlefield. It gains haste until end of turn.

The Necropolis enters tapped.
: Add
.
,
: Return target creature card with mana value 3 or less from your graveyard to your hand.

Rottweiler attacks each combat if able.
Whenever Rottweiler attacks, it gets +1/+0 until end of turn.

When Grunt enters, it deals 1 damage to any target.

,
: Enforcer deals 1 damage to any target.
Menace
Whenever Ogre attacks, it deals 2 damage to up to one target creature defending player controls.

Defender
Prevent all combat damage that would be dealt to Chthon.
At the beginning of combat on your turn, Chthon deals 3 damage to any target.

Until end of turn, if a source you control would deal damage to a permanent or player, it deals four times that much damage instead.

Target creature gains flying and haste until end of turn. Rocket Jump deals 1 damage to you.

Into the Lava deals 3 damage to target creature. If that creature would die this turn, exile it instead.

The House of Chthon enters tapped.
: Add
.
,
, Sacrifice The House of Chthon: It deals 3 damage to any target.

Trample
If a source would deal noncombat damage to Shambler, prevent half that damage, rounded up. (Explosives barely scratch it.)
When Shambler enters, it deals 3 damage to target creature you don't control.

Enchant creature
Enchanted creature gets +1/+2.
Prevent all noncombat damage that would be dealt to enchanted creature.

Target creature you control gets +1/+1 until end of turn, then it fights target creature you don't control.

The Grisly Grotto enters tapped.
: Add
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,
: Target creature gets +2/+2 until end of turn.

Haste
Fiend can't be blocked by creatures with power 2 or less.
Menace
Whenever Death Knight attacks, it deals 1 damage to each of up to three target creatures defending player controls.

First strike
When Ranger enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
Equip abilities you activate that target Ranger cost less to activate.

Exile target creature you control, then return it to the battlefield under its owner's control. Then destroy target creature an opponent controls.

If Axe is in your opening hand, you may begin the game with it on the battlefield.
Equipped creature gets +1/+0.
Equip

Equipped creature gets +1/+0.
Whenever equipped creature attacks, it deals 1 damage to up to one target creature defending player controls.
Equip

Equipped creature gets +2/+0.
Whenever equipped creature attacks, it deals 2 damage to up to one target creature defending player controls.
Equip

Equipped creature has ": This creature deals 1 damage to any target."
Equip

Equipped creature gets +1/+0 and has ": This creature deals 2 damage to any target."
Equip

Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a creature, it deals 1 damage to each other creature that creature's controller controls.
Equip

Equipped creature gets +3/+0 and has trample.
Whenever equipped creature attacks, it deals 2 damage to any target and 1 damage to you.
Equip

Equipped creature gets +3/+0.
Whenever equipped creature attacks, it deals 3 damage to target creature defending player controls.
Discharge — , Sacrifice Thunderbolt: It deals 5 damage to each creature and each player. Activate only if you control an Island.
Equip

Equipped creature gets +0/+2.
Equip

Equipped creature gets +1/+2.
Equip

Equipped creature gets +1/+3 and has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Equip

Equipped creature can't be blocked.
Equip

,
, Sacrifice Silver Key: Draw a card.

, Sacrifice Gold Key: Search your library for a land card, put it onto the battlefield tapped, then shuffle.

Whenever a creature an opponent controls attacks, Spike Shooter deals 1 damage to it.

: Add
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,
: Put a +1/+1 counter on target creature.

: Add
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,
: Each opponent loses 2 life and you gain 2 life.

: Add
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: Rune of Hell Magic deals 2 damage to any target.

: Add
.
,
: Draw a card.

: Add
.
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: Exile target creature you control, then return it to the battlefield under its owner's control.

Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Gloom Keep enters tapped.
: Add
.
: You may play the exiled card without paying its mana cost if you control three or more Equipment.

: Add
. Shub-Niggurath's Pit deals 1 damage to you.
At the beginning of your upkeep, if you control four or more Runes, you win the game.

First strike, vigilance
Ranger gets +1/+1 for each Rune you control.
Whenever Ranger attacks, you may attach target Equipment you control to it.
Whenever Ranger deals combat damage to a player, you may search your library for an artifact card, reveal it, put it into your hand, then shuffle.
Whenever Gremlin deals combat damage to a player, gain control of target Equipment that player controls.
Whenever another creature dies, you may pay . If you do, create a token that's a copy of Gremlin.
Whenever Centroid attacks, it deals 1 damage to each of up to two target creatures.

Flying
Whenever Spike Mine blocks or becomes blocked by a creature, sacrifice Spike Mine. When you do, it deals 4 damage to that creature.

Menace, trample
At the beginning of combat on your turn, Armagon deals 2 damage to each creature your opponents control.
Flying
Whenever Wrath attacks, target creature defending player controls gets -2/-2 until end of turn.
Menace
When Overlord enters, it deals 3 damage to up to two target creatures. (Its bolts track their prey.)

Mummy attacks each combat if able.
When Mummy dies, you may pay . If you do, return it to its owner's hand.
Flash
First strike
When Phantom Swordsman enters, tap target creature.
Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
When Lava Man dies, it deals 2 damage to any target.

Whenever Electric Eel blocks or becomes blocked by a creature, Electric Eel deals 2 damage to that creature.
Reach
,
: Ogre Marksman deals 2 damage to target attacking or blocking creature.

When Backpack enters, draw a card.
, Sacrifice Backpack: Add two mana in any combination of colors.

Search your library for up to four Equipment cards, put them onto the battlefield, then shuffle.

Target creature gains indestructible until end of turn. If it's legendary, it also gains hexproof until end of turn.

Target creature can't be blocked this turn. Draw a card.

Destroy target attacking or blocking creature.

Lava Nails deals 2 damage to target creature. Damage dealt this way can't be prevented.

Multi-Rockets deals 6 damage divided as you choose among up to three targets.

Quake deals X damage to each creature without flying and each player.

Look at the top four cards of your library. You may reveal an artifact or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Creatures you control get +1/+0 and have haste.
Creatures your opponents control attack each combat if able.

Enchant creature
Enchanted creature gets +1/+1 and has islandwalk.

Whenever a source an opponent controls deals damage to you or a creature you control, that source's controller loses 1 life.

Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, Mjolnir deals 2 damage to each creature that player controls.
Equip

Equipped creature gets +2/+0.
Whenever equipped creature attacks, it deals 2 damage to target creature defending player controls and 1 damage to up to one other target. (The beam ricochets.)
Equip

Equipped creature gets +2/+0.
Whenever equipped creature attacks, it deals 2 damage to each of up to two target creatures defending player controls. (The bolt arcs.)
Equip

,
, Sacrifice Horn of Conjuring: Return target creature card from your graveyard to the battlefield. It gains haste until end of turn.

Equipped creature has flying.
Equip

Equipped creature gets +0/+2 and has hexproof.
Equip

: Add one mana of any color in your commander's color identity.

Dimension of the Doomed enters tapped unless you control a Rune.
: Add
or
.

The Realm of Black Magic enters tapped unless you control a Rune.
: Add
or
.

The Netherworld enters tapped unless you control a Rune.
: Add
or
.

The Elder World enters tapped unless you control a Rune.
: Add
or
.

Place of Two Deaths enters tapped.
: Add
or
.

Claustrophobopolis enters tapped.
: Add
or
.

The Abandoned Base enters tapped.
: Add
or
.

The Bad Place enters tapped.
: Add
or
.

The Cistern enters tapped.
: Add
or
.

The Dark Zone enters tapped.
: Add
or
.






: Add
.
: Add
or
. Box of Shells deals 1 damage to you.

: Add
.
: Add
or
. Box of Nails deals 1 damage to you.

: Add
.
: Add
or
. Box of Rockets deals 1 damage to you.

: Add
.
: Add
or
. Box of Cells deals 1 damage to you.

Draw two cards. If you control a Rune, draw three cards instead.

Scry 2, then draw a card.

Scry 1, then draw a card.