+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.
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.
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.
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.)
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.
: Add ., : Put a storage counter on Crucible of the Spirit Dragon., Remove X storage counters from Crucible of the Spirit Dragon: Add X mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
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.
FlyingWhenever a Dragon you control attacks, creatures you control get +1/+0 until end of turn.Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
As Monastery Siege enters, choose Khans or Dragons.• Khans — At the beginning of your draw step, draw an additional card, then discard a card.• Dragons — Spells your opponents cast that target you or a permanent you control cost more to cast.
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...
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.