ReachAvalanche! — Whenever an Equipment you control enters, create a 2/2 red Rebel creature token.At the beginning of combat on your turn, attach up to one target Equipment you control to target Rebel you control.
MenaceAssassins you control have menace.Whenever you attack with one or more legendary creatures, you may pay . If you do, return this card from your graveyard to the battlefield tapped and attacking.
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.
Mill three cards. Then starting with the next opponent in turn order, each opponent chooses a creature card in your graveyard that hasn't been chosen. Return each card chosen this way to the battlefield under your control.
FlyingWhenever this creature attacks, another target attacking creature gains flying until end of turn.Equip abilities you activate that target this creature cost less to activate.
When Setzer enters, create The Blackjack, a legendary 3/3 colorless Vehicle artifact token with flying and crew 2.Whenever a Vehicle you control deals combat damage to a player, flip a coin.Whenever you win a coin flip, create two tapped Treasure tokens.
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.
ReachAvalanche! — Whenever an Equipment you control enters, create a 2/2 red Rebel creature token.At the beginning of combat on your turn, attach up to one target Equipment you control to target Rebel you control.
Job selectAt the beginning of your end step, put a soul counter on this Equipment for each player who lost life this turn.Equipped creature gets +1/+1 for each soul counter on this Equipment and is an Assassin in addition to its other types.Death Sickle — Equip
Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order. When you reveal a creature card this way, put X+1/+1 counters on target creature you control, where X is the mana value of that card.
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.)
At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is the number of Soldiers you control.At the beginning of your end step, create a number of 1/1 white Soldier creature tokens equal to the number of opponents who control more creatures than you.
Choose two —• Destroy all artifacts.• Destroy all enchantments.• Destroy all creatures with mana value 3 or less.• Destroy all creatures with mana value 4 or greater.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)Noncreature spells you cast cost less to cast.As long as you've cast two or more noncreature spells this turn, Lyse Hext has double strike.
This creature enters with a +1/+1 counter on it., Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
Whenever you cast a white spell, put a +1/+1 counter on each legendary creature you control. They gain vigilance until end of turn.Whenever you cast a black spell, put a +1/+1 counter on each legendary creature you control. They gain menace until end of turn.
This spell costs less to cast for each creature card in your graveyard.Double strikeWhenever one or more creature cards leave your graveyard, put a +1/+1 counter on Cyan.