Hagra Constrictor enters with two +1/+1 counters on it.Each creature you control with a +1/+1 counter on it has menace. (A creature with menace can't be blocked except by two or more creatures.)
Hagra Constrictor enters with two +1/+1 counters on it.Each creature you control with a +1/+1 counter on it has menace. (A creature with menace can't be blocked except by two or more creatures.)
Kicker (You may pay an additional as you cast this spell.)Flying, defenderIf Skyclave Sentinel was kicked, it enters with two +1/+1 counters on it.As long as Skyclave Sentinel has a +1/+1 counter on it, it can attack as though it didn't have defender.
Kicker (You may pay an additional as you cast this spell.)Flying, defenderIf Skyclave Sentinel was kicked, it enters with two +1/+1 counters on it.As long as Skyclave Sentinel has a +1/+1 counter on it, it can attack as though it didn't have defender.
Target creature you control gains indestructible until end of turn. Draw a card if that creature has a +1/+1 counter on it. (Damage and effects that say "destroy" don't destroy the creature.)
Target creature you control gains indestructible until end of turn. Draw a card if that creature has a +1/+1 counter on it. (Damage and effects that say "destroy" don't destroy the creature.)
When Oran-Rief Ooze enters, put a +1/+1 counter on target creature you control.Whenever Oran-Rief Ooze attacks, put a +1/+1 counter on each attacking creature with a +1/+1 counter on it.
When Oran-Rief Ooze enters, put a +1/+1 counter on target creature you control.Whenever Oran-Rief Ooze attacks, put a +1/+1 counter on each attacking creature with a +1/+1 counter on it.
Enchant landEnchanted land is a 4/4 Elemental creature with reach and haste. It's still a land.When enchanted land dies, return that card to its owner's hand.
Enchant landEnchanted land is a 4/4 Elemental creature with reach and haste. It's still a land.When enchanted land dies, return that card to its owner's hand.
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)Destroy target creature or planeswalker.
This spell costs less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)Destroy target creature or planeswalker.
When Skyclave Pick-Axe enters, attach it to target creature you control.Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn.Equip (: Attach to target creature you control. Equip only as a sorcery.)
When Skyclave Pick-Axe enters, attach it to target creature you control.Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn.Equip (: Attach to target creature you control. Equip only as a sorcery.)
Tap another untapped Rogue you control: Sure-Footed Infiltrator can't be blocked this turn.Whenever Sure-Footed Infiltrator deals combat damage to a player, draw a card.
Tap another untapped Rogue you control: Sure-Footed Infiltrator can't be blocked this turn.Whenever Sure-Footed Infiltrator deals combat damage to a player, draw a card.
Kicker Skyclave Shade can't block.If Skyclave Shade was kicked, it enters with two +1/+1 counters on it.Landfall — Whenever a land you control enters, if Skyclave Shade is in your graveyard and it's your turn, you may cast it from your graveyard this turn.