Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)Create a 1/1 white Soldier creature token.
If it's not your turn, you may exile a red card from your hand rather than pay this spell's mana cost.Create two 3/1 red Elemental creature tokens with trample and haste. Sacrifice those tokens at the beginning of your next upkeep.
Kicker (You may pay an additional as you cast this spell.)Counter target spell if its mana value is 2 or less. If this spell was kicked, counter that spell if its mana value is 4 or less instead.
Target creature gets +3/+0 and gains haste until end of turn.Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Whenever a creature you control enters, you gain 1 life. If Answered Prayers isn't a creature, it becomes a 3/3 Angel creature with flying in addition to its other types until end of turn.
Enchant creatureWhen Winter's Rest enters, tap enchanted creature.As long as you control another snow permanent, enchanted creature doesn't untap during its controller's untap step.
FlashFlyingWhen Blizzard Strix enters, if you control another snow permanent, exile target permanent other than Blizzard Strix. Return that card to the battlefield under its owner's control at the beginning of the next end step.
FlashFlyingWhen Blizzard Strix enters, if you control another snow permanent, exile target permanent other than Blizzard Strix. Return that card to the battlefield under its owner's control at the beginning of the next end step.
When Quakefoot Cyclops enters, up to two target creatures can't block this turn.Cycling (, Discard this card: Draw a card.)When you cycle Quakefoot Cyclops, target creature can't block this turn.
When Quakefoot Cyclops enters, up to two target creatures can't block this turn.Cycling (, Discard this card: Draw a card.)When you cycle Quakefoot Cyclops, target creature can't block this turn.
Choose one —• Create three 1/1 red Goblin creature tokens.• Creatures you control get +1/+1 and gain haste until end of turn.Entwine (Choose both if you pay the entwine cost.)