Kicker (You may pay an additional as you cast this spell.)Target creature can't be the target of spells or abilities your opponents control this turn. If this spell was kicked, that creature gets +4/+4 until end of turn.
Apocalypse Hydra enters with X +1/+1 counters on it. If X is 5 or more, it enters with an additional X +1/+1 counters on it., Remove a +1/+1 counter from Apocalypse Hydra: It deals 1 damage to any target.
( can be paid with either or 2 life.)Draw two cards, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)Ulamog's Crusher attacks each combat if able.
Multikicker (You may pay an additional any number of times as you cast this spell.)When Wolfbriar Elemental enters, create a 2/2 green Wolf creature token for each time it was kicked.
( can be paid with either or .)Other green creatures you control get +1/+1.Other white creatures you control get +1/+1.If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card.
Other black creatures you control get +1/+1.Other green creatures you control get +1/+1.At the beginning of your upkeep, you may create a 1/1 black and green Worm creature token.
Changeling (This card is every creature type.): Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
When you cast this spell, you may return target creature card from your graveyard to the battlefield.Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
Put a -1/-1 counter on target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Graft 3 (This creature enters with three +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.): Target creature with a +1/+1 counter on it gains shroud until end of turn. (It can't be the target of spells or abilities.)