Return each creature card with mana value X or less from your graveyard to the battlefield. Exile those creatures at the beginning of your next upkeep. Exile Rally the Ancestors.
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.
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.
Delve (Each card you exile from your graveyard while casting this spell pays for .): Mill two cards, then return a nonland card of an opponent's choice from your graveyard to your hand.
HasteWhenever a creature you control deals combat damage to a player, put a +1/+1 counter on it.Ferocious — : Draw a card for each creature you control with power 4 or greater.
As Outpost Siege enters, choose Khans or Dragons.• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.• Dragons — Whenever a creature you control leaves the battlefield, Outpost Siege deals 1 damage to any target.
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.
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
FlyingWhenever a Dragon you control attacks, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
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 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.
Target creature gains double strike until end of turn.Ferocious — That creature also gains trample until end of turn if you control a creature with power 4 or greater.
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.
First strikeWhenever Alesha, Who Smiles at Death attacks, you may pay . If you do, return target creature card with power 2 or less from your graveyard to the battlefield tapped and attacking.
: Warden of the First Tree becomes a Human Warrior with base power and toughness 3/3.: If Warden of the First Tree is a Warrior, it becomes a Human Spirit Warrior with trample and lifelink.: If Warden of the First Tree is a Spirit, put five +1/+1 counters on it.
At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)Sacrifice Whisperwood Elemental: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your...
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)Whenever you cast a noncreature spell, you may pay . If you do, target creature gains double strike until end of turn.