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At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Flying
At the beginning of your upkeep, you and target opponent each reveal the top card of your library. You each lose life equal to the mana value of the card revealed by the other player. You each put the card you revealed into your hand.
Raid — At the beginning of your end step, if you attacked this turn, reveal the top card of your library and put that card into your hand. You lose life equal to the card's mana value.
Inspired — Whenever this creature becomes untapped, reveal the top card of your library and put that card into your hand. You lose life equal to that card's mana value.
At the beginning of your upkeep, exile the top card of target opponent's library face down. You lose life equal to its mana value. You may look at and play that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
At the beginning of your end step, two target players each reveal the top card of their library. They each lose life equal to the mana value of the card revealed by the other player. Then they each put the card they revealed into their hand.
At the beginning of each player's upkeep, if that player has no cards in hand, you draw a card and you lose 1 life.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Whenever this creature attacks, reveal the top card of your library and put it into your hand. You lose life equal to that card's mana value if this creature isn't saddled. Otherwise, each opponent loses that much life.
Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
At the beginning of your upkeep, repeat the following process for each opponent in turn order. Reveal the top card of your library. That player may pay life equal to that card's mana value. If they do, exile that card. Otherwise, put it into your hand.
Commander ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand or the command zone tapped and attacking.)
Whenever a Ninja you control deals combat damage to a player, reveal the top card of your library and put that card into your hand. Each opponent loses life equal to that card's mana value.
, , Discard a card: Choose a card name. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with the chosen name. Put that card into your hand and exile all other cards revealed this way.
Menace
At the beginning of your upkeep, each player draws a card and loses 1 life.
Whenever this creature enters or attacks, you get (an energy counter).
At the beginning of your upkeep, you may pay . If you do, you draw a card and you lose 1 life.
Skip your untap step.
At the beginning of your upkeep, you may pay X life. If you do, untap X permanents.
Pay ½ life: Exile the top card of your library face down. Put that card into your hand at the beginning of the next end step.
At the beginning of your upkeep, each player discards a card.
This creature can't block.
At the beginning of your upkeep, put a +1/+1 counter on this creature and you lose 1 life.
Players can't draw cards.
At the beginning of each player's draw step, that player loses 3 life, searches their library for a card, puts it into their hand, then shuffles.