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.)
: Add one mana of any color., : Look at the top X cards of your library, where X is the number of Bobbleheads you control. You may cast a spell with mana value 3 or less from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
When Brotherhood Outcast enters, choose one —• Return target Aura or Equipment card with mana value 3 or less from your graveyard to the battlefield.• Put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Destroy target nonland permanent. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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.)
FlyingWhenever Vexing Radgull deals combat damage to a player, that player gets two rad counters if they don't have any rad counters. Otherwise, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
When Pre-War Formalwear enters, return target creature card with mana value 3 or less from your graveyard to the battlefield and attach Pre-War Formalwear to it.Equipped creature gets +2/+2 and has vigilance.Equip
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.
Destroy target nonland permanent. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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.
Whenever equipped creature attacks, choose one —• Sort Inventory — Draw a card, then discard a card.• Pick a Perk — Put a +1/+1 counter on that creature.• Check Map — Untap up to two target lands.Equip
Destroy target nonland permanent. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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.
Whenever a creature you control with power 2 or less attacks, it gains skulk until end of turn. (It can't be blocked by creatures with greater power.)Whenever a creature with power 4 or greater attacks you, its controller loses 2 life and you gain 2 life.
Flying, menaceWhenever Screeching Scorchbeast attacks, each player gets two rad counters.Whenever one or more nonland cards are milled, you may create that many 2/2 black Zombie Mutant creature tokens. Do this only once each turn.
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.
As an additional cost to cast this spell, discard a card.Draw two cards and create two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
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.)