When Avenger of Zendikar enters, create a 0/1 green Plant creature token for each land you control.Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.
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.
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.
Whenever you cast a creature spell, create X 1/1 black Thrull creature tokens, where X is that spell's mana value.When you control seven or more Thrulls, sacrifice Endrek Sahr, Master Breeder.
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.
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.
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.
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.
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.
, : 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
Flying, protection from blackEcho (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)When Karmic Guide enters, return target creature card from your graveyard to the battlefield.