Multi-color Cycles[/color]
1cc Self-Hoser Cycle Curse
Sorcery
Look at target player's hand and choose a black card from it. That player discards that card.
Sever the body from the mind, for alone both are powerless. Erupt
Sorcery
Destroy target mountain.
Provoker of the mountain -Viashino term for 'lavamancer'Outmuscle
Instant
Target creature blocking or blocked by a green creature gains +4/+4 and trample until end of turn.
Size does matter. Convict
Instant
Remove target white creature from the game.
"Let justice be done though the heavens fall." -Sir William Watson Override
Instant
Counter target blue spell.
You are not thinking. You are merely being logical! End of 1cc self-hoser cycle. 2cc Creature Cycle Pouncing Wildcat 
{R}
Creature -- Cat
2/1
Haste
The goblins never had a chance. Engulfing Ooze 
{G}
Creature -- Ooze
2/2
Sacrifice a forest: Engulfing Ooze gains +3/+3 until end of turn. Play this ability only once each turn.
It consumes its habitat as thoroughly as it devours its foes. Flitting Faeries 
{U}
Creature -- Faeries
2/1

: Flitting Faeries gains flying until end of turn.
On windy days, the faeries find flying quite tiresome. They will often spend the day singing and dancing. Roving Militia 
{W}
Creature -- Townsfolk
1/3
Banding
"When the Oneans realized that their towns could not stand against the Goblins, they formed the militias to provide military assistance wherever it was needed." -Istini Ayesh ni Hata Kan, History of the Goblin Wars
Overbearing Zombie 
{B}
Creature -- Zombie
3/1
"At last! Rise up and serve me, my crea...wait...no...nooo!" -Gorlin, Apprentice Necromancer, last words End of 2cc creature cycle Perpetual Enchantment Cycle Perpetual Safety 
{W}{W}
Enchantment
Perpetual Safety can't be the target of spells or abilities you control.
Skip your draw step.

: The next time a source of your choice would deal damage to you this turn, prevent that damage.
Safety cost him everything worth saving. Perpetual Evil 
{B}{B}
Enchantment
Perpetual Evil can't be the target of spells or abilities you control.
Skip your draw step.
At the beginning of your upkeep, put a 3/2 black Horror token with flying into play and lose 2 life.
All that was left for the wizard was evil. Perpetual Might 
{G}{G}
Enchantment
Perpetual Might can't be the target of spells or abilities you control.
Skip your draw step.
Green creatures you control have trample.
At the beginning of your upkeep, you may put two +1/+1 counters, divided as you choose, among one or two green creatures you control.
Their might grew. Their ability to use it didn't. Perpetual Rage 
{R}{R}
Enchantment
Perpetual Rage can't be the target of spells or abilities you control.
Skip your draw step.
At the beginning of your upkeep, you may have Perpetual Rage deal three damage to target creature or player.
His rage consumed more than he thought. Perpetual Distortion 
{U}{U}
Enchantment
Perpetual Distortion can't be the target of spells or abilities you control.
Skip your draw step.
Tap two untapped artifacts or creatures you control: return target permanent you do not control to its owner's hand.
As the reality around her distorted, so did her grip on it. End of Perpetual Enchantment Cycle Non-basic hate cycle (addition to Blood Moon and Back To Basics) Beyond Paradise 
{G}
Enchantment
If a basic land is tapped for mana, it produces mana of any color instead of its normal type.
If a nonbasic land is tapped for mana, it produces colorless mana instead of its normal type.
"The wizards of your land are advancing you toward nothing but ignorance and misery. Let us not enslave the nature that gave life to us, but rather live in harmony with it and all creatures!" -Kamahl, Fist of Krosa Blackened Landscape 
Enchantment
Whenever a nonbasic land becomes tapped, it becomes a swamp.
His malice veiled the lands in shadow, until all became desolate realms filled with nought but the reek of death and decay. Blazing Sun 
{W}
Enchantment
Permanents each player controls other than Blazing Sun have protection from the colors of mana nonbasic lands that player's opponents' control can produce.
It illuminates the way of the faithful, and the faithless are by it blinded. End of non-basic hate cycle Balance cycle Greater Standard 
{W}
Sorcery
Except for the player who has the highest life total, each player gains life until each player has an equal life total.
Greater Knowledge 
Sorcery
Except for the player with the greatest number of cards in his or her hand, each player draws cards until all players have the same number of cards in their hands.
Greater Decay 
Sorcery
Except for the player who has the most cards in his or her graveyard, each player may search his or her library for cards and put those into his or her graveyard until all players have the same number of cards in their graveyard. Then each player who searched his library shuffles his or her library.
Greater Tribe 
Sorcery
Except for the player who controls the most creatures, each player may put 1/1 red Ape creature tokens into play until all players control the same number of creatures.
Greater Harvest 
{G}
Sorcery
Except for the player who controls the most lands, each player may search his or her library for basic land cards and put those into play until all players control the same number of lands. Each player who did this shuffles his or her library.
End of Balance cycle Begin of Instant-Common Cycle Firecloud 
Instant
Firecloud deals one damage to each of three target creatures.
Intensive Growth 
{G}
Instant
Three target creatures each get +1/+1 until end of turn.
Teferi's Command 
Instant
Three target creatures phase out.
Aura of Terror 
Instant
Three target creatures gain fear and are black until end of turn.
Flashing Ward 
{W}
Instant
Three target creatures gain protection from the color of your choice until end of turn.
End of Instant-Common Cycle Beginning of Standard Bearer Cycle Standard of Fortitude
Enchant Creature
Whenever enchanted creature attacks, creatures you control get +0/+2 until end of turn.
When enchanted creature is destroyed by combat damage, put Standard of Fortitude from its owner's graveyard into play enchanting a creature of an opponent's choice that dealt combat damage to enchanted creature this turn.
Standard of Anarchy 
Enchant Creature
Whenever enchanted creature attacks, creatures you control get +1/+0 until end of turn.
When enchanted creature is destroyed by combat damage, put Standard of Anarchy from its owner's graveyard into play enchanting a creature of an opponent's choice that dealt combat damage to enchanted creature this turn.
Standard of Blasphemy 
Enchant Creature
Whenever enchanted creature attacks, creatures you control gain "2: Regenerate" until end of turn.
When enchanted creature is destroyed by combat damage, put Standard of Blasphemy from its owner's graveyard into play enchanting a creature of an opponent's choice that dealt combat damage to enchanted creature this turn.
Standard of Retribution 
Enchant Creature
Whenever enchanted creature attacks, creatures you control gain first strike until end of turn.
When enchanted creature is destroyed by combat damage, put Standard of Retribution from its owner's graveyard into play enchanting a creature of an opponent's choice that dealt combat damage to enchanted creature this turn.
Standard of Deception
Enchant Creature
Whenever enchanted creature attacks, creatures you control gain "This creature can't be the target of spells or abilities" until end of turn.
When enchanted creature is destroyed by combat damage, put Standard of Fortitude from its owner's graveyard into play enchanting a creature of an opponent's choice that dealt combat damage to enchanted creature this turn.
End of Standard Bearer Cycle Beginning of the Rain Cycle Cleansing Rain 
{G}
Sorcery
Destroy target land and target artifact or enchantment.
This rain washes away all traces of sorcery and artifice. Scorching Rain 

{R}
Sorcery
Destroy target land. Scorching Rain deals 3 damage to target creature.
This rain burns through flesh and stone alike. Putrid Rain 

{B}
Sorcery
Destroy target land. Target creature gets -2/-2 until end of turn.
This rain scars all that it touches. End of Rain Cycle Plane Cycle Verdant Plane 
{G}
Enchant World
Whenever you play a land, you may put a +1/+1 counter on target creature.
Corrupt Plane 
Enchant World
Whenever you play a land, you may put a -1/-1 counter on target creature.
Sacred Plane 
{W}
Enchant World
Whenever you play a land, you may gain 3 life.
Volcanic Plane 
Enchant World
Whenever you play a land, you may have Volcanic Plane deal two damage to target player.
Mystic Plane 
Enchant World
Whenever you play a land, you may look at the top two cards of your library and put each on either the top or bottom of your library.
Artificial Plane
Enchant World Artifact
Whenever you play a land, you may draw a card.
End of Plane Cycle Beginning of Morph Enchantment Cycle Armor of Ferns 
{G}{G}
Enchantment
Creatures you control have +0/+1 and "

{G}: Regenerate."
Morph

{G}
Hunters in the forest of Shanodin always leave empty-handed. Turbulent Winds 

{U}
Enchantment

: Target creature loses flying until end of turn.
Morph

"Riding an aesthir, you learn to respect the wind. If the winds are against you, you will not last a minute in the sky." -Arna Kennerud, Skycaptain Pennants of Glory 
{W}{W}
Enchantment
Creatures you control have first strike and banding.
Morph

{W}
"We will triumph over overwhelming odds, if our cause is just, and we do not falter. These pennants will guide us forth to defeat a great evil. Onward!" -Asmira, Holy Avenger Spreading Sickness 

{B}
Enchantment


: Target creature gets -1/-1 until end of turn.
Morph

"The sickness spread over the land, laying waste to all in its path. The griffins saw this, and brought forth all the denizens of the forests and the plains, transporting them to the safety of Zhalfir. For this we honor them." -Afari, Tales Burning Oriflamme 

{R}
Enchantment
Creatures you control have +1/+0.
Morph

"The smoke of the oriflamme incited the creatures to greater fury, but it choked our throats and clogged our nostrils. We never traveled through the Skypeak Mountains again." -Maeveen O'Donagh, Memoirs of a Soldier End of Morph Enchantment Cycle Scroll Cycle Scroll of Harmony 
{W}
Sorcery
Search your library for a white card, reveal it and put it in your hand. Shuffle your library afterward. All your opponents gain six life.
Scroll of Deception 
Sorcery
Search your library for a blue card, reveal it and put it in your hand. Tap all lands you control and empty your mana pool.
Scroll of Decay 
Sorcery
Search your library for a black card, reveal it and put it in your hand. Shuffle your library afterward. Lose three life.
Scroll of Flame 
Sorcery
Search your library for a red card, reveal it and put it in your hand. Shuffle your library afterward. Sacrifice a land of an opponent's choice.
Scroll of Life 
{G}
Instant
Search your library for a green card, reveal it and put it in your hand. Shuffle your library afterwards. All your opponents may search their libraries for a land card, put it into play, and shuffles their library afterward.
End of Scroll Cycle Blade Cycle Banishing Blade 
{W}
Enchant Creature
When Banishing Blade comes into play, name a color. Enchanted creature gets Protection from that color and +1/+1 as long as an opponent controls a permanent of that color.
When Banishing Blade goes to your graveyard from play you may remove target enchantment or artifact from the game.
Burning Blade 
Enchant Creature
Enchanted creature gains double strike.
When Burning Blade goes to your graveyard from play you may have it deal two damage to target creature or player.
Death Blade 
Enchant Creature
Enchanted creature has fear
When Death Blade goes to your graveyard from play you may have target player sacrifice a creature.
Whispering Blade 
Enchant Creature
Whenever enchanted creature deals damage to an opponent, draw a card.
When Whispering Blade goes to your graveyard from play you may draw two cards.
Broken Blade 
{G}
Enchant Creature
Enchanted Creature gets +1/+1 and Trample.
When Broken Blade goes to your graveyard from play you may put three +1/+1 counters on target creature.
End of Blade Cycle One Drop Cycle Dwarven Supervisor 
Creature -- Dwarf
1/1


, sacrifice Dwarven Supervisor: destroy target artifact
"Inferior materials. Shoddy construction. Melt it down and try again." -Ulbah, Dwarven Supervisor Savaen Druid
Creature -- Druid
1/1

, sacrifice Savaen Druid: Creatures can't be the target of spells or abilities until end of turn.
When the entire forest is threatened, druids will give their lives to protect it. Vodalian Border Guard
Creature -- Merfolk
1/1


, sacrifice Vodalian Border Guard: return target permanent to its owner's hand.
Nothing can travel on or beneath the waves of Vodalia without paying their respects to the merfolk. Those who do not quickly face the consequences. Initiates of the Holy Nimbus 
Creature -- Cleric
1/1

{W}, sacrifice Initiates of the Holy Nimbus: All permanents gain protection from the color of your choice until end of turn.
If I must die that others may live, then let my soul ascend. -Oath of the Order of the Holy Nimbus Vassal Thrull 
Creature -- Thrull
1/1

, sacrifice Vassal Thrull: target player loses 1 life, and you gain 1 life.
"In dying it forms a conduit of energy from its foe to its creator. This is perhaps the most insidious of my many creations." - Endrek Sahr, "Thrulls" End of One Drop Cycle Uncounterable cantrip cycle (addition to Overmaster and Insist) Burden 
Sorcery
The next spell you play this turn can't be countered by spells or abilities. Draw a card. Lose 2 life.
Mandate 
Sorcery
The next enchantment or artifact spell you play this turn can't be countered by spells or abilities. Draw a card.
Finalize
Instant
The next instant spell you play this turn can't be countered by spells or abilities.
End of uncounterable cantrip cycle Reincarnation Cycle Stones of Reflection 
{W}
Enchantment
Whenever an enchantment comes into play under your control, you may remove it from the game. If you do, put target enchantment with converted mana cost lower or equal to the removed enchantment's converted mana cost from your graveyard into play.
How is it that such stones reflect what once was? Springs of Knowledge 
Enchantment
Whenever an instant is put into your graveyard without resolving, you may remove it from the game. If you do, you may return target instant from your graveyard to your hand then remove all instants in your graveyard from the game.
From the mists of this ancient spring the earth spills knowledge. The waters grant this gift in exchange for the past. Wells of Despair 

{B}
Enchantment
Prevent all damage that would be dealt to you by a source controlled by an opponent.
Whenever damage is prevented this way, lose 1 life for each damage prevented and put X 1/1 black Zombie token with haste into play, where X is the life lost this way.
At the end of your turn, destroy all Zombie tokens you control.
The water that springs forth is worthy only of marsh and morasse. Baths of Flame 
Enchantment
Whenever a sorcery is put into your graveyard without resolving, you may remove it from the game. If you do, you may search your library for a sorcery card, reveal it, shuffle your library and put it on top of your library.
Though the baths boil and steam, the water never lowers. Though the fires burn within and under the pools, it is a flame that will not die. Roots of Reincarnation 
{G}
Enchantment
Whenever a creature you control is destroyed by a spell or ability controlled by an opponent, you may reveal cards from the top of your library until you reveal a creature card. Put that card into play and all other cards revealed this way into your graveyard.
Reincarnation is not only for those who pray. End of reincarnation cycle Fading Cycle Flame Geysers 
Enchantment
Fading 3
Whenever you remove a Fading counter from Flame Geysers you may pay R. If you do, Flame Geysers deals 2 damage to target creature or player.
Indignant Growth 
{G}
Enchantment
Fading 3
Whenever you remove a Fading counter from Indignant Growth you may pay G. If you do, target creature gets +2/+2 until end of turn.
Watchful Page 
Creature -- Soldier
1/1
As Watchful Page comes into play you may choose to give it Fading 3. If you do, Watchful Page gains double strike.
Phantom Whelp 

{U}
Creature -- Dragon
3/3
Flying
As Phantom Whelp comes into play you may choose to give it Fading 3. If you do, Phantom Whelp gets +1/+1 for each fading counter on it.
Cannibalistic Mob 
{B}
Creature -- Zombie Mob
*/*
Fading X
As Cannibilistic Mob comes into play choose X.
Cannibilistic Mob's power and toughness are each equal to 5 minus X.
End of Fading Cycle Beginning of Licid cycle Shining Licid 
{W}
Creature -- Licid
1/1

,

: Shining Licid loses all abilities, is a local enchantment enchanting target creature, and gains "Whenever enchanted creature deals damage, you gain that much life." and "W: End the effect that created this ability."
Dreaming Licid 
Creature -- Licid
1/1

,

: Dreaming Licid loses all abilities, is a local enchantment enchanting target creature, and gains "Whenever enchanted creature deals combat damage to a player, you may draw a card." and "U: End the effect that created this ability."
Warping Licid 
Creature -- Licid
1/1

,

: Warping Licid loses all abilities, is a local enchantment enchanting target creature, and gains "Whenever enchanted creature deals combat damage to a player, that player discards a card from his or her hand." and "B: End the effect that created this ability."
Raging Licid 
Creature -- Licid
1/1

,

: Raging Licid loses all abilities, is a local enchantment enchanting target creature, and gains "Enchanted creature must attack each turn if able." and "R: End the effect that created this ability."
Crawling Licid 
{G}
Creature -- Licid
1/1

,

: Crawling Licid loses all abilities, is a local enchantment enchanting target creature, and gains "Enchanted creature gets +0/+2 and may block as though it has flying." and "G: End the effect that created this ability."
End of licid cycle. Beginning of filter commons cycle Volunteer Militia 
{W}
Creature -- Soldier
2/2
Attacking doesn't cause Volunteer Militia to tap.
Filter 3
(When you play this card, remove 3 cards in your library from the game and then shuffle your library.) Killing our worst men only serves to purify our ranks. Skeletal Thug 
{B}
Creature -- Skeleton
2/1

{B}:Regenerate
Filter 3
(When you play this card, remove 3 cards in your library from the game and then shuffle your library.) How can you kill something with no vital organs? Wizard's Owl 
{U}
Creature -- Bird
1/1
Flying
Filter 3
(When you play this card, remove 3 cards in your library and then shuffle your library.) He's forgotten more than you'll ever know. Angered Hippo 
{G}
Creature -- Beast
2/1
Trample
Filter 3
(When you play this card, remove 3 cards in your library from the game and then shuffle your library.) What cannot be eaten, is soon trampled. Raptor 
{R}
Creature -- Raptor
1/1
Double Strike
Filter 2
(when you play this card, remove 2 cards in your library and then shuffle your library.) Tear away the weak. End of filter commons cycle. Weenie with fading Cycle Parallax Defender 
Creature -- Soldier
1/1
Fading 5
Remove a Fading counter from Parallax Defender: Parallax Defender gets +0/+2 until your next upkeep.
Parallax Beast
Creature -- Beast
1/1
Fading 3
Remove a Fading counter from Parallax Beast: Parallax Beast gets +1/+1 until end of turn.
Parallax Phantom
Creature -- Illusion
Fading 6
1/1
Remove a Fading counter from Parallax Phantom: change Parallax Phantom's color and creature type to a color and creature type of your choice.
Parallax Rager 
Creature -- Beast
1/1
Fading 2

, Remove a Fading counter from Parallax Rager: Parallax Rager gets +3/+0 until end of turn. Destroy Parallax Rager at end of turn.
Parallax Carrier 
Creature -- Zombie
1/1
Fading 3
Remove a Fading counter from Parallax Carrier: All creatures which block Parallax Carrier until end of this turn gain Fading and two fading counters.
End of Weenies with fading Cycle Beginning of 2CC Uncommon Evasion Cycle Tolarian Skyknight 
{U}
Creature -- Drake Knight
2/2
Flying
Tolarian Skyknight can block only creatures with flying.
Lim-Dul's Elite 
{B}
Creature -- Zombie Knight
2/2
Lim-Dul's Elite can block and be blocked by only black creatures.
Order of Anarchy 
{R}
Creature -- Barbarian Knight
2/2
Order of Anarchy can't block or be blocked.
Paladin of Argoth 
{G}
Creature -- Elf Knight
2/2
You may have Paladin of Argoth deal its combat damage to defending player as though it weren't blocked.
When Paladin of Argoth blocks a creature, that creature's controller may have the creature deal its combat damage to you as though it weren't blocked.
Kithkin Knight 
{W}
Creature -- Knight
2/2
Kithkin Knight can't block or be blocked by creatures with power 3 or greater.
End of 2CC Uncommon Evasion Cycle Beginning of Fading Enchant Creature Cycle Ashen Curse 
{B}
Enchant Creature
Fading 2
Whenever enchanted creature deals combat damage to a player you may give target creature -1/-1 until end of turn.
Whenever you remove a fading counter from Ashen Curse you may pay

. If you do, enchanted creature gains fear until end of turn.
Mystic Coupling 
{U}
Enchant Creature
Fading 3
Whenever enchanted creature deals combat damage to a player you may draw a card.
Whenever you remove a fading counter from Mystic Coupling you may pay

. If you do, enchanted creature gains flying until end of turn.
Fairy Blessing 
{G}
Enchant Creature
Fading 3
Whenever enchanted creature deals combat damage to a player put a +1/+1 counter on it.
Whenever you remove a fading counter from Fairy Blessing you may pay

. If you do, enchanted creature gains trample until end of turn.
Runic Flame 
{R}
Enchant Creature
Fading 2
Whenever enchanted creature deals combat damage to a player, Runic Flame deals 1 damage to all creatures and players.
Whenever you remove a fading counter from Runic Flame you may pay

. If you do, enchanted creature gains flanking until end of turn.
Celestial Boon 
{W}
Enchant Creature
Fading 3
Whenever enchanted creature deals combat damage you gain that much life.
Whenever you remove a fading counter from Celestial Boon you may pay

. If you do, enchanted creature does not tap to attack until end of turn.
End of Fading Enchant Creature Cycle Beginning of Wall Cycle Wall of Totems 
{W}
Creature -- Wall
0/3
When Wall of Totems blocks, target attacking creature deals no combat damage this turn.
Wall of Mud 
Creature -- Wall
3/1
First Strike
When Wall of Mud blocks, all attacking creatures lose first strike and double strike until end of turn.
Wall of Vines 
{G}
Creature -- Wall
1/3

{G}: Regenerate Wall of Vines.
When Wall of Vines blocks, attacking creatures lose trample until end of turn.
Wall of Disease 
Creature -- Wall
0/3
When Wall of Disease blocks, all other creatures get -1/-1 until end of turn.
Wall of Secrets 
Creature -- Wall
0/3

: Return Wall of Secrets to owners hand.
When Wall of Secrets blocks, turn all face up creatures with morph face down, and morph costs can't be paid during this combat phase.
Shapeshifting Wall
Artifact Creature -- Wall
1/3

: Shapeshifting Wall becomes a 0/3 Wall with flying until end of turn.

: Shapeshifting Wall becomes a 2/2 Wall that has "attacking does not cause Shapeshifting Wall to tap" until end of turn.

: Shapeshifting Wall becomes a 3/1 Wall with first strike until end of turn.
End of Wall Cycle. Beginning of Fading Fun Cycle Temporal Spike 
{U}
Enchantment
Fading 1
Whenever a player plays a spell, put a fade counter on Temporal Spike.
If you cannot remove a fade counter from Temporal Spike during your upkeep, take an extra turn after this one.
Superheated Lava 
{R}
Enchantment
Fading 1
Whenever a player plays a spell, put a fade counter on Superheated Lava.
If you cannot remove a fade counter from Superheated Lava during your upkeep, deal 5 damage to target player or creature. This damage may not be prevented.
Undying Forgiveness 
{W}
Enchantment
Fading 1
Whenever a player plays a spell, put a fade counter on Undying Forgiveness.
If you cannot remove a fade counter from Undying Forgiveness during your upkeep, gain 10 life.
Wurmhole 
{G}
Enchantment
Fading 1
Whenever a player plays a spell, put a fade counter on Wurmhole.
If you cannot remove a fade counter from Wurmhole during your upkeep, put a 6/6 green Wurm token into play under your control.
Taboo 
{B}
Enchantment
Fading 1
Whenever a player plays a spell, put a fade counter on Taboo.
If you cannot remove a fade counter from Taboo during your upkeep, target player discards their hand.
End of Fading Fun Cycle Beginning of Enemy Split Card Cyclers cycle Caustic Medicine 

{R}
Instant
Cycling

{W}{W}
Deal 2 damage to one or two target creatures.
When you cycle Caustic Medicine, you may have target player gain 3 life, or prevent the next 3 damage to target creature or player.
Sometimes the cure is worse than the disease.War's Wake 
Instant
Cycling

Untap target creature and gain control of it until end of turn. That creature gains haste.
When you cycle War's Wake, you may sacrifice a mountain to destroy target land.
Knowledge of Strength 
{G}
Instant
Cycling

Two target creatures each get +1/+1 and can block creatures with flying until end of turn.
When you cycle Knowledge of Strength, you may look at the top two cards of your library, and put each of them on the top or bottom of your library.
Nature's Reclamation 
Instant
Cycling

{G}
Destroy target land.
When you cycle Nature's Reclamation, you may destroy target artifact.
Turning the Tide 
{W}
Instant
Destroy target attacking creature. It can't be regenerated.
Cycling

When you cycle Turning the Tide, you may return target creature card from your graveyard to your hand.
End of Enemy Split Card Cyclers cycle Beginning of Fading Kavu cycle Spectral Kavu 
Creature -- Kavu
4/4
If Spectral Kavu would come into play, you may choose to give it Fading 2.
Spectral Kavu has Fear and +1/+1 as long as it has Fading.
Soaring Kavu 
Creature -- Kavu
3/6
If Soaring Kavu would come into play, you may choose to give it Fading 3. Soaring Kavu has Flying and +1/+1 as long as it has Fading.
Wild Kavu 
{G}
Creature -- Kavu
3/2
If Wild Kavu would come into play, you may choose to give it Fading 3.
Wild Kavu has Trample and +2/+1 as long as it has Fading.
Berserk Kavu 
Creature -- Kavu
3/3
If Berserk Kavu would come into play, you may choose to give it Fading 1. If you do, this gains Haste and +1/+0.
Berserk Kavu has Haste and +1/+0 as long as it has Fading.
Trained Kavu 
{W}
Creature -- Kavu
2/2
If Trained Kavu would come into play, you may choose to give it Fading 2.
Trained Kavu has First Strike and +2/+1 as long as it has Fading.
End of Fading Kavu cycle Eyes Cycle Eyes of the Dead 
Enchant Creature


: Enchanted creature gains fear or "Whenever the enchanted creature deals damage to a player, that player chooses and discards a card" until end of turn.


: Return Eyes of the Dead from your graveyard to your hand.
Eyes of the Scholars 
Enchant Creature


: Enchanted creature gains flying or "whenever enchanted creature deals damage to a player, draw a card" until end of turn.


: Return Eyes of the Scholars from your graveyard to your hand.
Eyes of the Treefolk 
{G}
Enchant Creature

{G}: Enchanted creature gains trample or "Whenever enchanted creature deals damage to a player, you may search your library for a basic land and put it into your hand. Shuffle your library afterwards" until end of turn.

{G}: Return Eyes of the Treefolk from your graveyard to your hand.
Eyes of the Angels 
{W}
Enchant Creature

{W}: Until end of turn, enchanted creature gains protection from a color of your choice or "Whenever enchanted creature deals damage to a player, gain that much life" until end of turn.

{W}: Return Eyes of the Angels from your graveyard to your hand.
Eyes of the Barbarians 
Enchant Creature


: Enchanted creature gains first strike or "Whenever enchanted creature deals damage to a player, you may deal that much damage to target creature that player controls" until end of turn.


: Return Eyes of the Barbarians from your graveyard to your hand.
End of Eyes cycleMonarch cycleSovereign of the Sky
{U}{U}
Creature -- Spirit
0/1
Blue creatures you control have +1/+1 and flying.
And the light was liquid, filling the open sky.Spirit of the Woods
{G}{G}
Creature -- Spirit
2/2
Green creatures you control have +1/+1 and trample.
And the sky was life, quenching the woods' thirst.Monarch of the Flame
{R}{R}
Creature -- Spirit
0/1
Red creatures you control have +1/+1 and haste.
And the woods were kindling, feeding the sunset's flames.Essence of the Darkness
{B}{B}
Creature -- Spirit
0/1
Black creatures you control have +1/+1 and "Pay 2 life: Regenerate this creature".
And the flames were candles, doused in the night's darkness.Missionary of the Light
{W}{W}
Creature -- Spirit
1/2
White creatures you control have +1/+1 and first strike.
And the darkness was gone, fading to dawn's light.End of Monarch cycleReclaim-creature cycleSeasoned Veteran
{W}
Creature -- Soldier
2/2
Whenever Seasoned Veteran or another Soldier comes into play, you may put target white card from your graveyard on top of your library.
Merfolk Scion

Creature -- Merfolk
2/2
Whenever Merfolk Scion or another Merfolk comes into play, you may put target blue card from your graveyard on top of your library.
Zombie Magus

Creature -- Zombie
2/2
Whenever Zombie Magus or another Zombie comes into play, you may put target black card from your graveyard on top of your library.
Goblin Herald

Creature -- Goblin
2/2
Whenever Goblin Herald or another Goblin comes into play, you may put target red card from your graveyard on top of your library.
Yavimaya Scavenger
{G}
Creature -- Elf
2/2
Whenever Yavimaya Scavenger or another Elf comes into play, you may put target green card from your graveyard on top of your library.
End of Reclaim-creature cycleHelpful Animals cycleAncient Tortoise

Creature -- Turtle
1/2
Whenever a spell that targets Ancient Tortoise is played, you may draw a card.
Eldest of all creatures, Tortoise amazed the other animals with stories of his experience.Musclebound Bear
{G}
Creature -- Bear
2/2
Whenever a spell that targets Musclebound Bear is played, target creature gets +2/+2 until the end of turn.
Mightiest of all creatures, Bear lent his brawn to any animal weaker than himself.Treacherous Serpent

Creature -- Snake
1/1
Whenever a spell that targets Treacherous Serpent is played, target player discards a card.
Most cunning of all creatures, Serpent delighted in aggravating disputes among the other animals.Halcyon Eagle
{W}
Creature -- Bird
1/2
Flying
Whenever a spell that targets Halcyon Eagle is played, target creature gains protection from the color of your choice until the end of turn.
Wisest of all creatures, Eagle watched the other animals from above and protected them from harm.Ferocious Wildcat

Creature -- Cat
2/1
Haste
Whenever a spell that targets Ferocious Wildcat is played, you may have Ferocious Wildcat deal 2 damage divided as you choose among any number of target creatures and/or players.
Fiercest of all creatures, Wildcat lashed out at the other animals at the slightest provocation.End of Helpful Animals cycleMilitary Training CycleHumble Squireship
Enchant Creature
Fading 1
When you remove the last fade counter from ~this~, put a +1/+1 counter on enchanted creature, it gains "attacking doesn't cause this creature to tap", and is a Squire in addition to its creature types
(This effect doesn't end at end of turn).Dutiful Enlistment
{W}
Enchant Creature
Fading 2
When you remove the last fade counter from ~this~, put two +1/+1 counters on enchanted creature, it gains first strike, and is a Soldier in addition to its creature types
(This effect doesn't end at end of turn).Rhadamanthine Knighthood
{W}{W}
Enchant Creature
Fading 3
When you remove the last fade counter from ~this~, put three +1/+1 counters on enchanted creature, it gains double strike, and is a Knight in addition to its creature types
(This effect doesn't end at end of turn).
End of Military Training CycleBig Creature CycleIncandescent Dragon

Creature -- Dragon
5/5
Flying

{R}{R},

: Incandescent Dragon deals X damage, divided as you choose, among up to X target creatures, where X is its power.
Power combusts.Blossoming Entity
{G}
Creature -- Elemental
6/5
Blossoming Entity cannot be the target of spells or effects you do not control.

{G}{G}: Put a +1/+1 counter on each creature you control.
"Dear to the moss,
Known by the knoll,
Next to the robin
In every human soul." -Emily DickinsonColossal Seaspawn

Creature -- Beast
5/6
Islandhome

{U}{U}: Target land becomes an island
(This effect doesn't end at end of turn)."Their every breath a tempest, their every move a flood. Water, born of water, comes again." -Svyelunite ProphecyDivine Arbiter
{W}
Creature -- Cleric
3/4
Protection from creatures

{W}{W}: Tap or untap target creature.
"Let none obstruct thy mission of justice, yet temper thy judgements always with mercy." -Credo of the ArbitersStygian Abomination

Creature -- Demon
5/4
Fear

{B}{B},

: Return target creature card from your graveyard to play.
"For in that sleep of death, what dreams may come,
When we have shuffled off this mortal coil,
Must give us pause." -William Shakespeare, Hamlet
End of Big Creatures cycle