Flying, double strikeAt the beginning of combat on your turn, you may choose two. Each mode must target a different player.• Target player creates a 2/1 white and black Inkling creature token with flying.• Target player draws a card and loses 1 life.• Target player puts a +1/+1 counter on each creature they control.
This creature enters with X +1/+1 counters on it, where X is the total toughness of other creatures you control.Sacrifice a creature with defender: All creatures gain trample until end of turn.
FlashFlyingWhen this creature enters, if you cast it, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard, then you may cast it without paying its mana cost.
FlyingWhen this creature enters or becomes monstrous, exile up to two target artifacts and/or enchantments controlled by different players.: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Each creature you control assigns combat damage equal to its toughness rather than its power.: Target creature with defender can attack this turn as though it didn't have defender.: Creatures you control get +0/+1 until end of turn.
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
When this enchantment enters, create two 1/1 red Warrior creature tokens.Whenever you attack, each opponent loses life equal to the number of creatures attacking them.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
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.
Exile the top X cards of your library. You may play them until the end of your next turn.Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
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.
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)Target player draws three cards.