Enchant creatureWhen Nerd Rage enters, draw two cards.Enchanted creature has "You have no maximum hand size" and "Whenever this creature attacks, if you have ten or more cards in hand, it gets +10/+10 until end of turn."
Walking Ballista enters with X +1/+1 counters on it.: Put a +1/+1 counter on Walking Ballista.Remove a +1/+1 counter from Walking Ballista: It deals 1 damage to any target.
TrampleAgent Frank Horrigan has indestructible as long as it attacked this turn.Whenever Agent Frank Horrigan enters or attacks, proliferate twice. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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 The Wise Mothman enters or attacks, each player gets a rad counter.Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)Whenever Watchful Radstag evolves, create a token that's a copy of it.
TrampleIf damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
TrampleIf damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)For each Aura and Equipment you control, you may attach it to a creature you control.
Commanders you control have ward .: Add . Spend this mana only to cast Aura and/or Equipment spells.: Attach target Aura or Equipment you control to target creature you control. Activate only as a sorcery.
TrampleAgent Frank Horrigan has indestructible as long as it attacked this turn.Whenever Agent Frank Horrigan enters or attacks, proliferate twice. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
Enchant creatureEnchanted creature has "Whenever this creature becomes untapped, put two +1/+1 counters on it, then you gain 2 life and draw a card. This ability triggers only once each turn."
Whenever you roll a 4 or higher, create a 3/3 colorless Robot artifact creature token. If you rolled 6 or higher, instead create that token and a Treasure token., : Roll a six-sided die plus an additional six-sided die for each mana from Treasures spent to activate this ability.
: Add one mana of any color., : Create X 1/1 white Soldier creature tokens, where X is the number of Bobbleheads you control. Activate only as a sorcery.
Enchant creatureEnchanted creature gets +2/+0 and has trample.When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.
Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Destroy target artifact.Fuse (You may cast one or both halves of this card from your hand.)Destroy target enchantment.Fuse (You may cast one or both halves of this card from your hand.)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)Bottle-Cap Blast deals 5 damage to any target. If excess damage was dealt to a permanent this way, create that many tapped Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
Commanders you control have ward .: Add . Spend this mana only to cast Aura and/or Equipment spells.: Attach target Aura or Equipment you control to target creature you control. Activate only as a sorcery.