Tempting offer — Choose target creature you control. Create a token that's a copy of that creature. Each opponent may create a token that's a copy of that creature. For each opponent who does, create a token that's a copy of that creature.
When you cast this spell, create X 0/1 red Kobold creature tokens named Kobolds of Kher Keep, where X is the amount of mana spent to cast it.FlyingSacrifice another creature: Prossh, Skyraider of Kher gets +1/+0 until end of turn.
Enchant creature: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.
Tempting offer — Create X 1/1 red Elemental creature tokens with haste. Each opponent may create X 1/1 red Elemental creature tokens with haste. For each opponent who does, create X 1/1 red Elemental creature tokens with haste.
Choose two —• Incendiary Command deals 4 damage to target player or planeswalker.• Incendiary Command deals 2 damage to each creature.• Destroy target nonbasic land.• Each player discards all the cards in their hand, then draws that many cards.
Players have no maximum hand size.At the beginning of each opponent's upkeep, Price of Knowledge deals damage to that player equal to the number of cards in that player's hand.
Tempting offer — Return a creature card from your graveyard to the battlefield. Each opponent may return a creature card from their graveyard to the battlefield. For each opponent who does, return a creature card from your graveyard to the battlefield.
When Mystic Barrier enters and at the beginning of your upkeep, choose left or right.Each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent.
Choose left or right. Starting with you and proceeding in the chosen direction, each player chooses a creature controlled by the next player in that direction. Each player gains control of the creature they chose.
Changeling (This card is every creature type.): Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
, : Look at the top five cards of your library. You may put a creature card with power 5 or greater from among them onto the battlefield. Put the rest on the bottom of your library in any order.
As long as equipped creature is tapped, tapped creatures you control get +2/+0.As long as equipped creature is untapped, untapped creatures you control get +0/+2.: You may tap or untap equipped creature.Equip
Choose target creature. When that creature dies this turn, return a creature card from its owner's graveyard to the battlefield under the control of that creature's owner.