Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)Equip (: Attach to target creature you control. Equip only as a sorcery.)
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.
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.
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.
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.