Menace (This creature can't be blocked except by two or more creatures.)Blackbloom Rogue gets +3/+0 as long as an opponent has eight or more cards in their graveyard.Blackbloom Bog enters tapped.: Add .
Menace (This creature can't be blocked except by two or more creatures.)Blackbloom Rogue gets +3/+0 as long as an opponent has eight or more cards in their graveyard.Blackbloom Bog enters tapped.: Add .
When Scavenged Blade enters, attach it to target creature you control.Equipped creature gets +2/+0.Equip (: Attach to target creature you control. Equip only as a sorcery.)
When Scavenged Blade enters, attach it to target creature you control.Equipped creature gets +2/+0.Equip (: Attach to target creature you control. Equip only as a sorcery.)
FlyingTaborax, Hope's Demise has lifelink as long as it has five or more +1/+1 counters on it.Whenever another nontoken creature you control dies, put a +1/+1 counter on Taborax. If that creature was a Cleric, you may draw a card. If you do, you lose 1 life.
Landfall — Whenever a land you control enters, Dreadwurm gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Landfall — Whenever a land you control enters, Dreadwurm gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Up to two target creatures each get +X/+X until end of turn, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Up to two target creatures each get +X/+X until end of turn, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Tap target creature. Its controller mills two cards. That creature doesn't untap during its controller's next untap step. (They put the top two cards of their library into their graveyard.)Draw a card.
Tap target creature. Its controller mills two cards. That creature doesn't untap during its controller's next untap step. (They put the top two cards of their library into their graveyard.)Draw a card.
When Malakir Blood-Priest enters, each opponent loses X life and you gain X life, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
When Malakir Blood-Priest enters, each opponent loses X life and you gain X life, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Kicker (You may pay an additional as you cast this spell.)Target creature you control gets +0/+3 until end of turn. If this spell was kicked, that creature also gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Kicker (You may pay an additional as you cast this spell.)Target creature you control gets +0/+3 until end of turn. If this spell was kicked, that creature also gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Look at the top X cards of your library, where X is three plus the number of creatures in your party. Put three of those cards into your hand and the rest on the bottom of your library in a random order. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Look at the top X cards of your library, where X is three plus the number of creatures in your party. Put three of those cards into your hand and the rest on the bottom of your library in a random order. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)