Up to two target creatures each get +X/+X until end of turn, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Flying, double strike
Whenever a creature you control deals combat damage to a player, you and that player each gain that much life.
At the beginning of your end step, if you have at least 15 life more than your starting life total, each player this creature attacked this turn loses the game.
When this creature enters, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Flying
Each player can't cast more than one spell each turn.
Nonbasic lands your opponents control enter tapped.
Archpriest of Iona's power is equal to the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
Whenever you gain life for the first time each turn, create a 1/1 white Cat creature token.
: Another target Cleric gains lifelink until end of turn.
Landfall — Whenever a land you control enters, creatures you control get +1/+1 until end of turn.
Kicker (You may pay an additional as you cast this spell.)
Creatures you control get +1/+1 until end of turn. If this spell was kicked, those creatures get +2/+1 until end of turn instead.
Destroy target artifact or enchantment.
Flying, vigilance
When this creature enters, put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Vigilance
This creature has lifelink as long as you control another Cleric.
When this creature enters, you and target opponent each draw a card.
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature. It gains flying until end of turn.
Landfall — Whenever a land you control enters, choose one —
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
When this creature enters, target creature gets +1/+1 until end of turn for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
When this creature enters, if it was kicked, tap up to two target creatures.
Double strike
Equipped Warriors you control have double strike.
Whenever this creature or another creature you control enters, you gain 1 life.
When this creature enters, you may reveal a card you own named Legion Angel from outside the game and put it into your hand.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
Landfall — Whenever a land you control enters, tap target creature an opponent controls.
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.)
Equip
During turns other than yours, this creature gets +0/+2.
Enchant creature or planeswalker
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
Whenever this creature and at least one other Warrior attack, put a +1/+1 counter on this creature.
Choose target attacking or blocking creature. Practiced Tactics deals damage to that creature equal to twice the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Tap target creature.
Draw a card.
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature.
Target creature gets +2/+2 until end of turn. If it's a Warrior, you may attach an Equipment you control to it.
: Creatures you control get +1/+1 until end of turn.
When this creature enters, you gain 2 life for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
When this creature enters, create a 1/1 white Kor Warrior creature token for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
At the beginning of combat on your turn, if you have a full party, creatures you control get +1/+0 and gain indestructible until end of turn.
Destroy target creature with power 4 or greater.
When this creature enters, you may return a land you control to its owner's hand.
This spell costs less to cast for each creature in your party.
: Look at the top six cards of your library. You may reveal up to two Cleric, Rogue, Warrior, Wizard, and/or Ally cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
Counter target creature or planeswalker spell unless its controller pays . If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.
Enchant creature
When this Aura enters, if it was kicked, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
When this creature enters, scry X, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Spells your opponents cast that target Charix cost more to cast.
: Charix gets +X/-X until end of turn, where X is the number of Islands you control.
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.
Whenever this creature blocks a creature, that creature doesn't untap during its controller's next untap step.
Counter target noncreature spell unless its controller pays plus an additional for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
When this enchantment enters, draw a card.
Whenever a land an opponent controls enters, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.
Whenever you cast a kicked spell, draw a card, then discard a card.
When this creature enters, look at the top five cards of your library. You may reveal a card with a kicker ability from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
When this creature enters, if it was kicked, return up to one other target creature to its owner's hand.
Scry 2, then draw a card.
As long as you control another Wizard, this creature has "When this creature dies, draw a card."
Draw two cards. If this spell was kicked, draw three cards instead.
Tap target creature. Its controller mills two cards. That creature doesn't untap during its controller's next untap step. (They put the top two cards of their library into their graveyard.)
Kicker
Choose one. If this spell was kicked, choose any number instead.
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
When Jace enters, if Jace was kicked, create a token that's a copy of Jace, except it's not legendary and its starting loyalty is 1.
+1: Scry 2.
0: Draw a card and reveal it. Remove a number of loyalty counters equal to that card's mana value from Jace.
Flash
This spell costs less to cast if it targets a creature whose controller has eight or more cards in their graveyard.
Gain control of target creature with mana value X.
Each opponent mills eight cards. If this spell was kicked, instead each opponent mills half their library, rounded up.
When this creature enters, draw two cards, then discard a card.
Whenever you cast an instant, sorcery, or Wizard spell, you may have this creature's base power and toughness become 4/1 or 1/4 until end of turn.
Whenever you cast a kicked spell, scry 2.
Whenever this creature deals combat damage to a player, that player mills a card. (They put the top card of their library into their graveyard.)
Sacrifice this creature: Draw a card. Activate only if an opponent has eight or more cards in their graveyard.
Counter target noncreature spell.
This creature can't be blocked if you had another Cleric, Rogue, Warrior, or Wizard enter the battlefield under your control this turn.
At the beginning of combat on your turn, if you have a full party, creatures you control gain "Whenever this creature deals combat damage to a player, draw a card" until end of turn.
Whenever you cast a kicked spell, this creature has base power and toughness 5/5 until end of turn.
When this enchantment enters, if it was kicked, create a 2/2 blue Drake creature token with flying.
Whenever you cast a kicked spell, create a 2/2 blue Drake creature token with flying.
Landfall — Whenever a land you control enters, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.)
When this creature enters, copy the next instant or sorcery spell with mana value 2 or less you cast this turn when you cast it. If this creature was kicked, copy that spell twice instead. You may choose new targets for the copies.
: This creature gets +1/+0 until end of turn and can't be blocked this turn. This ability costs less to activate for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Target creature you control gets +0/+3 until end of turn. If this spell was kicked, that creature also gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Look at the top X cards of your library, where X is three plus the number of creatures in your party. Put three of those cards into your hand and the rest on the bottom of your library in a random order. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Defender
Landfall — Whenever a land you control enters, this creature can attack this turn as though it didn't have defender.
Tap another untapped Rogue you control: This creature can't be blocked this turn.
Whenever this creature deals combat damage to a player, draw a card.
When this creature enters, if it was kicked, return target instant or sorcery card from your graveyard to your hand.
Kicker . X can't be 0. (You may pay an additional as you cast this spell.)
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Whenever you cast an instant, sorcery, or Wizard spell, you may draw a card. If you do, discard a card.
When this creature enters, up to one target creature gets -2/-0 until end of turn. Its controller mills two cards. (They put the top two cards of their library into their graveyard.)
When this creature enters, target opponent reveals a number of cards from their hand equal to the number of creatures in your party. You choose one of those cards. That player discards that card. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Return target creature card from your graveyard to your hand. If this spell was kicked, instead return two target creature cards from your graveyard to your hand.
Look at the top four cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order. You lose 2 life.
Destroy target creature or planeswalker with mana value 2 or less. If this spell was kicked, instead destroy target creature or planeswalker.
Search your library for a card, put it into your hand, then shuffle. If you have a full party, you may cast a spell with mana value 4 or less from your hand without paying its mana cost.
Destroy target creature or planeswalker.
When this creature enters, each player sacrifices a creature or planeswalker of their choice.
Whenever Drana attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.
When this creature enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Landfall — Whenever a land you control enters, this creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
This creature has deathtouch as long as you control another Rogue. (Any amount of damage it deals to a creature is enough to destroy it.)
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Flying, lifelink
If this creature was kicked, it enters with two +1/+1 counters on it.
When this creature dies, put a +1/+1 counter on target creature you control.
This creature enters with two +1/+1 counters on it.
Each creature you control with a +1/+1 counter on it has menace. (A creature with menace can't be blocked except by two or more creatures.)
Enchant land
When this Aura enters, draw a card.
Enchanted land loses all land types and abilities and has " : Add " and " , Pay 1 life: Add one mana of any color."
When this creature enters, each opponent loses X life and you gain X life, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Whenever you gain life, each opponent loses 1 life.
Equipped creature gets +1/+0. It gets +3/+1 instead as long as an opponent has eight or more cards in their graveyard.
Target opponent discards two cards, mills a card, and loses 1 life. You gain 1 life. (To mill a card, a player puts the top card of their library into their graveyard.)
Flying, deathtouch, lifelink
Nighthawk Scavenger's power is equal to 1 plus the number of card types among cards in your opponents' graveyards.
As long as an opponent has eight or more cards in their graveyard, this creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.)
When this creature enters, target opponent mills two cards. (They put the top two cards of their library into their graveyard.)
Lifelink
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, if it was kicked, return target creature card from your graveyard to the battlefield.
Target creature you control gains indestructible until end of turn. Draw a card if that creature has a +1/+1 counter on it. (Damage and effects that say "destroy" don't destroy the creature.)
Whenever you gain life, put a +1/+1 counter on this creature.
When you cast this spell, if it was kicked, each player loses half their life, rounded up.
Scourge of the Skyclaves's power and toughness are each equal to 20 minus the highest life total among players.
Tap another untapped Rogue you control: This creature gains deathtouch until end of turn.
Whenever this creature deals combat damage to a player, that player mills three cards. (They put the top three cards of their library into their graveyard.)
Exile all creatures and planeswalkers with mana value 3 or less from the battlefield and all creature and planeswalker cards with mana value 3 or less from all graveyards.
This creature can't block.
Landfall — Whenever a land you control enters, if this card is in your graveyard and it's your turn, you may cast it from your graveyard this turn.
, Sacrifice another creature: Put a +1/+1 counter on this creature.
Whenever a creature you control with a +1/+1 counter on it dies, draw a card.
Each opponent sacrifices a creature or planeswalker with the highest mana value among creatures and planeswalkers they control.
Choose one or both —
Taborax has lifelink as long as it has five or more +1/+1 counters on it.
Whenever another nontoken creature you control dies, put a +1/+1 counter on Taborax. If that creature was a Cleric, you may draw a card. If you do, you lose 1 life.
Return target creature card and up to one target Cleric, Rogue, Warrior, or Wizard creature card from your graveyard to the battlefield.
Destroy target creature with power 3 or less.
Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
When this creature enters, add for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Cinderclasm deals 1 damage to each creature. If it was kicked, it deals 2 damage to each creature instead.
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
This creature gets +2/+0 as long as you control another Warrior.
As long as this creature is equipped, it has haste.
When this creature dies, it deals damage equal to its power to any target.
When this creature enters, you may discard a card. If you do, draw a card.
Whenever this creature attacks, target creature an opponent controls with power less than or equal to the number of Warriors you control can't block this turn.
Trample
Whenever this creature attacks, it gets +1/+0 until end of turn for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Whenever this creature deals combat damage to a player, exile the top card of your library. You may play that card this turn.
Target creature gets +3/+2 until end of turn. Scry 1.
Cowards can't block Warriors.
: Choose one that hasn't been chosen this turn —
You don't lose unspent red mana as steps and phases end.
When this creature dies, you may pay any amount of . When you do, it deals that much damage to any target.
As long as there are four or more instant and/or sorcery cards in your graveyard, this creature gets +3/+1.
, Discard a card: Exile the top two cards of your library, then choose one of them. You may play that card this turn.
Choose one —
Each creature you control gets +1/+0 for each time it has attacked this turn.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Sacrifice X lands. For each land sacrificed this way, draw a card. You may play X additional lands this turn. Lands you control enter tapped this turn.
When this creature enters, you may return a land you control to its owner's hand. When you do, this creature deals 2 damage to each opponent.
Haste
Whenever this creature deals combat damage to a player, that player creates a 0/1 colorless Goblin Construct artifact creature token with "This token can't block" and "At the beginning of your upkeep, this token deals 1 damage to you."
Whenever you cast an instant, sorcery, or Wizard spell, this creature deals 1 damage to any target.
Roil Eruption deals 3 damage to any target. If this spell was kicked, it deals 5 damage instead.
At the beginning of each player's upkeep, this enchantment deals 1 damage to them.
Whenever a player casts a spell, if no mana was spent to cast that spell, this enchantment deals 5 damage to that player.
: Your opponents can't gain life this turn.
Equipped creature gets +2/+0.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
When this creature enters, if it was kicked, it gains haste until end of turn.
Trample, haste
If this creature was kicked, it enters with a +1/+1 counter on it.
At the beginning of your end step, if this creature doesn't have a +1/+1 counter on it, return it to its owner's hand.
Sizzling Barrage deals 4 damage to target creature that blocked this turn.
, : Target creature with power 2 or less can't be blocked this turn.
Landfall — Whenever a land you control enters, this creature deals 1 damage to each opponent.
Synchronized Spellcraft deals 4 damage to target creature and X damage to that creature's controller, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
: This creature gets +2/+0 until end of turn.
Thundering Rebuke deals 4 damage to target creature or planeswalker.
When this creature enters, it deals X damage to target creature or planeswalker, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
As an additional cost to cast this spell, discard a card.
Draw two cards.
Defender, reach
Creatures you control have haste.
Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
Whenever this creature deals combat damage to a player, return a land you control to its owner's hand.
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.
Reach (This creature can block creatures with flying.)
You may play lands from your graveyard.
If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Ashaya's power and toughness are each equal to the number of lands you control.
Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
Destroy target artifact, enchantment, or creature with flying.
This spell can't be countered.
Hexproof, haste
If this creature was kicked, it enters with four +1/+1 counters on it.
When this creature enters, put a +1/+1 counter on target creature.
Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
At the beginning of your end step, create a 1/1 green Insect creature token for each +1/+1 counter you've put on creatures under your control this turn.
When this creature enters, draw a card.
Landfall — Whenever a land you control enters, you gain 1 life.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
When this creature enters, return up to two lands you control to their owner's hand.
Landfall — Whenever a land you control enters, add one mana of any color.
Target creature gets +3/+3 until end of turn. If this spell was kicked, that creature gets +5/+5 until end of turn instead.
When this creature enters, if it was kicked, return target card with a kicker ability from your graveyard to your hand.
Enchanted land is a 4/4 Elemental creature with reach and haste. It's still a land.
When enchanted land dies, return that card to its owner's hand.
When this creature enters, put a +1/+1 counter on target creature you control.
Whenever this creature attacks, put a +1/+1 counter on each attacking creature with a +1/+1 counter on it.
Target creature you control deals damage equal to its power to target creature you don't control.
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. If this spell was kicked, search your library for two basic land cards instead of one.
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Put a +1/+1 counter on up to one target creature. You gain 2 life. You may play an additional land this turn.
Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.
Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn.
This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.
Choose target creature you control. Put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
This creature enters with a +1/+1 counter on it.
Whenever a creature you control with a +1/+1 counter on it becomes the target of a spell an opponent controls, create a 1/1 green Insect creature token.
, : Put a +1/+1 counter on this creature.
Deathtouch
Tajuru Paragon is also a Cleric, Rogue, Warrior, and Wizard.
When this creature enters, if it was kicked, reveal the top six cards of your library. You may put a card that shares a creature type with it from among them into your hand. Put the rest on the bottom of your library in a random order.
Reach
When this creature enters, if it was kicked, all creatures able to block target creature this turn do so.
When this creature enters, you gain 3 life.
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If this spell was kicked, put two +1/+1 counters on each creature you control.
Veteran Adventurer is also a Cleric, Rogue, Warrior, and Wizard.
The first kicked spell you cast each turn costs less to cast.
Whenever you cast a kicked spell, put a +1/+1 counter on this creature.
Whenever you attack a player with one or more equipped creatures, draw a card.
: You may unattach an Equipment from a creature you control. If you do, tap that creature and it gains indestructible until end of turn.
This creature can't be blocked by creatures with power 2 or less.
Whenever another Cleric you control enters, you gain 1 life.
Whenever you gain life for the first time each turn, put a +1/+1 counter on this creature.
Grakmaw enters with three +1/+1 counters on it.
Whenever another creature you control dies, if it had a +1/+1 counter on it, put a +1/+1 counter on Grakmaw.
When Grakmaw dies, create an X/X black and green Hydra creature token, where X is the number of +1/+1 counters on Grakmaw.
Other Warriors you control get +1/+1.
Flying, haste
: The next instant or sorcery spell you cast this turn costs less to cast, where X is the number of Wizards you control as this ability resolves.
At the beginning of combat on your turn, if you have a full party, choose target nonland permanent an opponent controls. Until your next turn, it can't attack or block, and its activated abilities can't be activated.
Sacrifice Linvala: Choose hexproof or indestructible. Creatures you control gain that ability until end of turn.
: Add or .
Whenever you cast a kicked spell, you gain 2 life.
If this creature was kicked, it enters with three +1/+1 counters on it.
Whenever one or more +1/+1 counters are put on a creature you control, if this card is in your graveyard, you may put this card on top of your library.
: You may put a basic land card from your hand onto the battlefield.
: Return target basic land you control to its owner's hand.
+1: Create a 1/1 white Kor Warrior creature token. You may attach an Equipment you control to it.
−2: Look at the top six cards of your library. You may reveal a Warrior or Equipment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
−3: Nahiri deals damage to target creature or planeswalker equal to twice the number of Equipment you control.
Landfall — Whenever a land you control enters, put a loyalty counter on Nissa.
+1: Untap target land you control. You may have it become a 3/3 Elemental creature with haste and menace until end of turn. It's still a land.
−5: You may put a creature card with mana value less than or equal to the number of lands you control onto the battlefield from your hand or graveyard with two +1/+1 counters on it.
When Omnath enters, draw a card.
Landfall — Whenever a land you control enters, you gain 4 life if this is the first time this ability has resolved this turn. If it's the second time, add . If it's the third time, Omnath deals 4 damage to each opponent and each planeswalker you don't control.
Whenever Orah or another Cleric you control dies, return target Cleric card with lesser mana value from your graveyard to the battlefield.
When Phylath enters, create a 0/1 green Plant creature token for each basic land you control.
Landfall — Whenever a land you control enters, put four +1/+1 counters on target Plant you control.
Equipped creature gets +1/+0 for each creature in your party and has menace. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
As long as an opponent has eight or more cards in their graveyard, Rogues you control get +1/+0.
Whenever one or more Rogues you control attack, each opponent mills two cards.
You gain 3 life and draw three cards.
Whenever you cast an instant, sorcery, or Wizard spell, this creature gets +2/+0 until end of turn.
Verazol enters with a +1/+1 counter on it for each mana spent to cast it.
Whenever you cast a kicked spell, you may remove two +1/+1 counters from Verazol. If you do, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
When Yasharn enters, search your library for a basic Forest card and a basic Plains card, reveal those cards, put them into your hand, then shuffle.
Players can't pay life or sacrifice nonland permanents to cast spells or activate abilities.
Flying, deathtouch, haste
Other creatures you control have deathtouch.
Whenever a creature you control deals combat damage to a planeswalker, destroy that planeswalker.
, Return an unblocked attacking Rogue you control to its owner's hand: Put this card from your hand onto the battlefield tapped and attacking.
Whenever Zareth San deals combat damage to a player, you may put target permanent card from that player's graveyard onto the battlefield under your control.
Equipped creature has flying.
Colorless creatures you control get +2/+2.
Whenever you tap a permanent for , add an additional .
Whenever you cast a colorless spell, you gain 2 life.
, : Copy target activated or triggered ability you control. You may choose new targets for the copy.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy.
, : Copy target permanent spell you control. (The copy becomes a token.)
If this creature was kicked, it enters with a +1/+1 counter on it for each nonbasic land your opponents control.
When this creature becomes the target of a spell, sacrifice it and create a number of 1/1 colorless Construct artifact creature tokens equal to its power.
Whenever you cast an instant, sorcery, or Wizard spell, put a charge counter on this artifact.
, , Remove all charge counters from this artifact: It deals that much damage to target creature.
Equipped creature gets +1/+1. If it's a Warrior, it gets +2/+1 instead.
This creature can't attack or block unless an opponent has eight or more cards in their graveyard.
, : Target player mills two cards. (They put the top two cards of their library into their graveyard.)
, , Sacrifice a creature: Draw a card.
As long as you control a Cleric, this artifact has "Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life."
Indestructible
When this artifact enters, if it was kicked, create two tapped tokens that are copies of this artifact.
: Add one mana of any color.
Flying, defender
As long as this creature has a +1/+1 counter on it, it can attack as though it didn't have defender.
This artifact enters tapped.
When this artifact enters, draw a card.
, , Sacrifice this artifact: Draw a card.
Stonework Packbeast is also a Cleric, Rogue, Warrior, and Wizard.
Equipped creature gets +1/+1.
This land enters tapped.
: Add .
: Add one mana of any color. Spend this mana only to cast a Cleric, Rogue, Warrior, or Wizard spell or to activate an ability of a Cleric, Rogue, Warrior, or Wizard.
: Put two +1/+1 counters on this land. Then you may have it become a 0/0 Elemental creature until end of turn. It's still a land.
, : Put a charge counter on this land.
, Remove a charge counter from this land: Add two mana of any one color. Spend this mana only to cast kicked spells.
( : Add .)
Hagra Constrictor enters with two +1/+1 counters on it.
, Sacrifice another creature: Put a +1/+1 counter on Skyclave Shadowcat.
Whenever Goma Fada Vanguard attacks, target creature an opponent controls with power less than or equal to the number of Warriors and Equipment you control can't block this turn.
Whenever you cast an instant, sorcery, or Wizard spell, Rockslide Sorcerer deals 1 damage to any target.
If Gnarlid Colony was kicked, it enters with four +1/+1 counters on it.
Each creature you control with a +1/+1 counter on it has trample.
When Oran-Rief Ooze enters, put a +1/+1 counter on target creature you control.
Whenever Oran-Rief Ooze attacks, put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
Ward
Other Warriors you control get +1/+1 and have ward .
If Moss-Pit Skeleton was kicked, it enters with three +1/+1 counters on it.
Whenever one or more +1/+1 counters are put on a creature you control, if Moss-Pit Skeleton is in your graveyard, return A-Moss-Pit Skeleton from your graveyard to your hand at the beginning of the next end step.
−2: Look at the top six cards of your library. You may reveal a Warrior card and/or an Equipment card from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
−3: Nahiri, Heir of the Ancients deals damage to target creature or planeswalker equal to twice the number of Warriors and Equipment you control.
When Omnath, Locus of Creation enters, draw a card.
Landfall — Whenever a land enters under your control, you gain 4 life if this is the first time this ability has resolved this turn. If it's the second time, add . If it's the third time, Omnath deals 4 damage to each opponent and each planeswalker you don't control.
When Phylath, World Sculptor enters, create a 0/1 green Plant creature token for each basic land you control.
Landfall — Whenever a land enters under your control, put four +1/+1 counters on target Plant you control. It gains trample until end of turn.
Whenever you cast an instant, sorcery, or Wizard spell, Umara Mystic gets +2/+0 until end of turn.
When Master of Winds enters, draw two cards, then discard a card.
Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 5/1 or 1/5 until end of turn.
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