Whenever Brine Comber enters or becomes the target of an Aura spell, create a 1/1 white Spirit creature token with flying.Disturb (You may cast this card from your graveyard transformed for its disturb cost.)Enchant creatureWhenever Brinebound Gift enters or enchanted creature becomes the target of an Aura spell, create a 1/1 white Spirit creature token...
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)When Rural Recruit enters, create a 3/1 green Boar creature token.
When Moldgraf Millipede enters, mill three cards, then put a +1/+1 counter on Moldgraf Millipede for each creature card in your graveyard. (To mill three cards, put the top three cards of your library into your graveyard.)
VigilanceCoven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.
Enchant playerAt the beginning of enchanted player's upkeep, any number of target players other than that player each draw cards equal to the number of Curses attached to that player.
If it's neither day nor night, it becomes day as Celestus Sanctifier enters.Whenever day becomes night or night becomes day, look at the top two cards of your library. Put one of them into your graveyard.
When Dominating Vampire enters, gain control of target creature with mana value less than or equal to the number of Vampires you control until end of turn. Untap that creature. It gains haste until end of turn.
When Bramble Armor enters, attach it to target creature you control.Equipped creature gets +2/+1.Equip (: Attach to target creature you control. Equip only as a sorcery.)