FlyingWhenever Teval attacks, mill three cards. Then you may return a land card from your graveyard to the battlefield tapped.Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token.
Equipped creature has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)Equip
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)Equip (: Attach to target creature you control. Equip only as a sorcery.)
FlyingWhenever one or more Dragons you control deal combat damage to an opponent, choose one that hasn't been chosen this turn —• Destroy target artifact that opponent controls.• This creature deals 4 damage to each other opponent.• Exile the top card of your library. You may play it this turn.
Equipped creature has menace and mobilize X, where X is its power. (Whenever it attacks, create X tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)Equip
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)Whenever a creature token you control leaves the battlefield, draw a card if it was attacking. Otherwise, each opponent loses 1 life.
Choose one. If you control a commander as you cast this spell, you may choose both instead.• Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.• Will of the Mardu deals damage to target creature equal to the number of creatures you control.
Choose one. If you control a commander as you cast this spell, you may choose both instead.• Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.• Put X+1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
Whenever you cast a creature spell, put a+1/+1 counter on Eshki. If that spell's power is 4 or greater, draw a card. If that spell's power is 6 or greater, Eshki deals damage equal to Eshki's power to each opponent.
FlyingWhenever one or more Dragons you control deal combat damage to a player, you may put a permanent card with mana value less than or equal to that damage from your hand onto the battlefield.
Flying, lifelinkAt the beginning of your end step, put a number of +1/+1 counters on up to one other target creature you control equal to the amount of life you gained this turn. Return up to one target creature card with mana value less than or equal to the amount of life you lost this turn from your graveyard to the battlefield.
FlyingYou may look at the top card of your library any time.You may cast creature spells with power 4 or greater from the top of your library. If you cast a creature spell this way, it gains haste until end of turn.