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.