Look at the top five cards of your library. You may put up to two permanent cards with mana value 5 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Protection from WerewolvesHuman creatures you control have ": Add one mana of any of this creature's colors.", : Put a +1/+1 counter on each creature you control.
Ward—Discard a card.Whenever Graveyard Trespasser enters or attacks, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 1 life and you gain 1 life.Daybound (If a player casts no spells during their own turn, it becomes night next turn.)Ward—Discard a card.Whenever Graveyard Glutton enters or attacks,...
Ward—Discard a card.Whenever Graveyard Trespasser enters or attacks, exile up to one target card from a graveyard. If a creature card was exiled this way, each opponent loses 1 life and you gain 1 life.Daybound (If a player casts no spells during their own turn, it becomes night next turn.)Ward—Discard a card.Whenever Graveyard Glutton enters or attacks,...
Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
First strikeAt the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.
Flying, lifelinkWhenever another nontoken creature you control dies, return that card to its owner's hand at the beginning of the next end step.If a creature an opponent controls would die, exile it instead.
TrampleWhen Primal Adversary enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Primal Adversary, then up to that many target lands you control become 3/3 Wolf creatures with haste that are still lands.
Protection from WerewolvesHuman creatures you control have ": Add one mana of any of this creature's colors.", : Put a +1/+1 counter on each creature you control.
Whenever Sludge Monster enters or attacks, put a slime counter on up to one other target creature.Non-Horror creatures with slime counters on them lose all abilities and have base power and toughness 2/2.
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn.Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
First strikeAt the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.
LifelinkWhen Intrepid Adversary enters, you may pay any number of times. When you pay this cost one or more times, put that many valor counters on Intrepid Adversary.Creatures you control get +1/+1 for each valor counter on Intrepid Adversary.
When Slaughter Specialist enters, each opponent creates a 1/1 white Human creature token.Whenever a creature an opponent controls dies, put a +1/+1 counter on Slaughter Specialist.
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control.DayboundWhenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.: Target Wolf...
Flying, lifelinkWhenever another nontoken creature you control dies, return that card to its owner's hand at the beginning of the next end step.If a creature an opponent controls would die, exile it instead.
Flying, double strikeYou have hexproof.If your life total would be reduced to 0 or less, instead transform Enduring Angel and your life total becomes 3. Then if Enduring Angel didn't transform this way, you lose the game.FlyingYou have hexproof.Angelic Enforcer's power and toughness are each equal to your life total.Whenever Angelic Enforcer attacks,...