At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control.Cheer - Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn.
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.
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.
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 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.
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.
When this artifact enters, support X. (Put a +1/+1 counter on each of up to X target creatures.)Go for the Goal! — ,: Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw a card for each kind of counter on it" and it can't be blocked this turn.