At the beginning of your end step, you may exile target creature card from a graveyard. If you do, create a 1/1 white Spirit creature token with flying. Put a +1/+1 counter on it if the exiled card's mana value is 4 or greater.
When this enchantment enters, create X 1/1 colorless Hero creature tokens.Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card.Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.
VigilanceWhenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Whenever you play a land from exile or cast a spell from exile, you gain 2 life.Draw Arcanum — : Look at the top card of your library. You may exile it face down.Play Arcanum — : Until end of turn, you may play cards exiled with Urianger Augurelt. Spells you cast this way cost less to cast.
Whenever you put one or more counters on a creature, until end of turn, that creature can't be blocked by creatures your opponents control.Steal — ,: Move a counter from target creature an opponent controls onto target creature you control. Activate only as a sorcery.
Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference."Equip
Double strikeWard (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)Other artifacts you control have ward .Bronze Guardian's power is equal to the number of artifacts you control.
Whenever you cast a noncreature spell, Papalymo Totolymo deals 1 damage to each opponent and you gain 1 life.,, Sacrifice Papalymo Totolymo: Each opponent who lost life this turn sacrifices a creature with the greatest power among creatures they control.
Whenever you cast a noncreature spell, Papalymo Totolymo deals 1 damage to each opponent and you gain 1 life.,, Sacrifice Papalymo Totolymo: Each opponent who lost life this turn sacrifices a creature with the greatest power among creatures they control.
The first activated ability you activate during your turn that targets a creature you control costs less to activate.Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn.
Tiered (Choose one additional cost.)• Cross-Slash — — Destroy target tapped creature.• Blade Beam — — Destroy any number of target tapped creatures with different controllers.• Omnislash — — Destroy all tapped creatures.
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.): Add for each +1/+1 counter on this creature.
Locke can't be blocked by creatures with greater power.Mug — Whenever Locke attacks, each player mills a card. If a land card was milled this way, create a Treasure token. Until end of turn, you may cast a spell from among those cards.
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)Whenever a +1/+1 counter is put on this creature, you may draw a card.
Pray — Once during each of your turns, you may cast a creature spell from among cards in your graveyard that were put there from anywhere other than the battlefield this turn.Whenever you attack, you may pay and discard a card. If you do, draw a card.
When this enchantment enters, create a 1/1 white Human Soldier creature token.Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents.Foretell (During your turn, you may pay 2 and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
TrampleAt the beginning of combat on your turn, choose one at random —• Other creatures you control get +3/+0 and gain trample until end of turn.• Discard your hand, then draw four cards.• Umaro deals 5 damage to any target.
Whenever you draw a card, put a +1/+1 counter on this creature.When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)