Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.
Draw X cards. If X is 10 or more, instead shuffle your graveyard into your library, draw X cards, untap up to five lands, and you have no maximum hand size for the rest of the game.Exile Finale of Revelation.
Whenever you cast or copy an instant or sorcery spell, Ral, Storm Conduit deals 1 damage to target opponent or planeswalker.+2: Scry 1.−2: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Whenever you cast or copy an instant or sorcery spell, Ral, Storm Conduit deals 1 damage to target opponent or planeswalker.+2: Scry 1.−2: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
You may cast up to one target instant card and/or up to one target sorcery card from your graveyard each with mana value X or less without paying their mana costs. If a spell cast this way would be put into your graveyard, exile it instead. If X is 10 or more, copy each of those spells twice. You may choose new targets for the copies.
Amass Zombies 2, then the Army you amassed deals damage equal to its power to each non-Army creature. (To amass Zombies 2, put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Spells your opponents cast that target a creature or planeswalker you control cost more to cast.−2: Create a 2/2 blue Wizard creature token. Draw a card, then discard a card.
Whenever you cast a noncreature spell, create a 1/1 colorless Servo artifact creature token.−2: Target artifact you control becomes a copy of another target artifact or creature you control until end of turn, except it's an artifact in addition to its other types.
VigilanceWhen Huatli's Raptor enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Artifact, instant, and sorcery spells your opponents cast cost more to cast.−1: Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls.
Whenever a creature you control with deathtouch deals damage to a player or planeswalker, put a +1/+1 counter on that creature.−2: Create a 1/1 black Assassin creature token with deathtouch and "Whenever this creature deals damage to a planeswalker, destroy that planeswalker."
Spells your opponents cast that target a creature or planeswalker you control cost more to cast.−2: Create a 2/2 blue Wizard creature token. Draw a card, then discard a card.
Each creature you control assigns combat damage equal to its toughness rather than its power.−3: You gain life equal to the greatest toughness among creatures you control.
Whenever a creature attacks you or a planeswalker you control, each Dragon you control deals 1 damage to that creature.+1: Until end of turn, each planeswalker you control becomes a 4/4 red Dragon creature and gains flying.−3: Create a 4/4 red Dragon creature token with flying.
Blast Zone enters with a charge counter on it.: Add ., : Put X charge counters on Blast Zone., , Sacrifice Blast Zone: Destroy each nonland permanent with mana value equal to the number of charge counters on Blast Zone.