+2: Ugin, the Spirit Dragon deals 3 damage to any target.−X: Exile each permanent with mana value X or less that's one or more colors.−10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.
+2: Ugin, the Spirit Dragon deals 3 damage to any target.−X: Exile each permanent with mana value X or less that's one or more colors.−10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.
Enchant creatureWhen Sage's Reverie enters, draw a card for each Aura you control that's attached to a creature.Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)Whenever you cast a noncreature spell, create a 1/1 white Monk creature token with prowess.
Whenever a creature you control attacks, defending player loses 1 life and you gain 1 life.: Creatures your opponents control block this turn if able, and you choose how those creatures block.
LifelinkInstant and sorcery spells you control have lifelink.: The next time you cast an instant or sorcery spell from your hand this turn, put that card into your hand instead of into your graveyard as it resolves.
Choose one —• Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn.• Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
As Palace Siege enters, choose Khans or Dragons.• Khans — At the beginning of your upkeep, return target creature card from your graveyard to your hand.• Dragons — At the beginning of your upkeep, each opponent loses 2 life and you gain 2 life.
Flash (You may cast this spell any time you could cast an instant.)DefenderWhen Jeskai Barricade enters, you may return another target creature you control to its owner's hand.
As Frontier Siege enters, choose Khans or Dragons.• Khans — At the beginning of each of your main phases, add .• Dragons — Whenever a creature with flying enters under your control, you may have it fight target creature you don't control.
Flying, vigilanceWhenever a Dragon you control attacks, tap target nonland permanent an opponent controls. That permanent doesn't untap during its controller's next untap step.