TrampleWhen this Vehicle enters, you may discard a card. If you do, draw a card.Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
TrampleWhen this Vehicle enters, you may discard a card. If you do, draw a card.Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
VigilanceAt the beginning of combat on your turn, if you've cast a noncreature spell this turn, put a +1/+1 counter on Lockjaw. When you do, Lockjaw and up to one other target creature you control can't be blocked this turn.
Multikicker (You may pay an additional any number of times as you cast this spell.)Batroc enters with a +1/+1 counter on him for each time he was kicked.When Batroc enters, he deals damage equal to his power to each of up to X targets, where X is the number of times he was kicked.
Equipped creature gets +1/+2 and has "Whenever this creature attacks, another target attacking creature gains indestructible until end of turn." (Damage and effects that say "destroy" don't destroy it.)Equip (: Attach to target creature you control. Equip only as a sorcery.)
Grapeshot deals 1 damage to any target.Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)As long as Patriot is equipped, other creatures you control get +1/+0.
Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.)You may cast this spell as though it had flash if it's cast using teamwork.Enchant creatureEnchanted creature gets -5/-0 and loses all abilities.
Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.)You may cast this spell as though it had flash if it's cast using teamwork.Enchant creatureEnchanted creature gets -5/-0 and loses all abilities.
Equipped creature gets +2/+0 and has "Whenever this creature attacks alone, you draw a card and lose 1 life."Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +2/+0 and has "Whenever this creature attacks alone, you draw a card and lose 1 life."Equip (: Attach to target creature you control. Equip only as a sorcery.)
Put two +1/+1 counters on up to one target creature you control. Tap up to one target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Put two +1/+1 counters on up to one target creature you control. Tap up to one target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum.