Choose one —• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.• Exile target artifact or enchantment.
At the beginning of combat on your turn, choose one —• Cloak a card from your hand. (Put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.)• Put a +1/+1 counter on each colorless creature you control.
Flying, trampleAt the beginning of your end step, target opponent may sacrifice two nonland, nontoken permanents of their choice. If they don't, you draw two cards.
Flying, trampleAt the beginning of your end step, target opponent may sacrifice two nonland, nontoken permanents of their choice. If they don't, you draw two cards.
Flying, trampleAt the beginning of your end step, target opponent may sacrifice two nonland, nontoken permanents of their choice. If they don't, you draw two cards.
Flying, trampleAt the beginning of your end step, target opponent may sacrifice two nonland, nontoken permanents of their choice. If they don't, you draw two cards.
Vigilance, trample, ward Whenever Voja, Jaws of the Conclave attacks, put X +1/+1 counters on each creature you control, where X is the number of Elves you control. Draw a card for each Wolf you control.
If Leyline of the Guildpact is in your opening hand, you may begin the game with it on the battlefield.Each nonland permanent you control is all colors.Lands you control are every basic land type in addition to their other types.
MenaceCreatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.)Whenever a creature an opponent controls dies, if its toughness was less than 1, draw a card.
Flying, trampleAt the beginning of your end step, target opponent may sacrifice two nonland, nontoken permanents of their choice. If they don't, you draw two cards.
MenaceCreatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.)Whenever a creature an opponent controls dies, if its toughness was less than 1, draw a card.
Whenever Anzrag, the Quake-Mole becomes blocked, untap each creature you control. After this phase, there is an additional combat phase.: Anzrag must be blocked each combat this turn if able.
: Target creature gains deathtouch until end of turn.: Target creature gains vigilance until end of turn.: Target creature gains double strike until end of turn.
When Proft's Eidetic Memory enters, draw a card.You have no maximum hand size.At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
Whenever Anzrag, the Quake-Mole becomes blocked, untap each creature you control. After this phase, there is an additional combat phase.: Anzrag must be blocked each combat this turn if able.
You may play an additional land on each of your turns.To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Whenever Anzrag, the Quake-Mole becomes blocked, untap each creature you control. After this phase, there is an additional combat phase.: Anzrag must be blocked each combat this turn if able.
When Proft's Eidetic Memory enters, draw a card.You have no maximum hand size.At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
Whenever Anzrag, the Quake-Mole becomes blocked, untap each creature you control. After this phase, there is an additional combat phase.: Anzrag must be blocked each combat this turn if able.
If Leyline of the Guildpact is in your opening hand, you may begin the game with it on the battlefield.Each nonland permanent you control is all colors.Lands you control are every basic land type in addition to their other types.
DeathtouchFace-down creatures you control have ": Turn this creature face up. If you can't, exile it, then you may cast the exiled card without paying its mana cost."Whenever an Assassin you control deals combat damage to an opponent, cloak the top card of that player's library.
You may play an additional land on each of your turns.To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
MenaceCreatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.)Whenever a creature an opponent controls dies, if its toughness was less than 1, draw a card.