If there are ten or more creature cards total in all graveyards, this spell costs less to cast.Fear (This creature can't be blocked except by artifact creatures and/or black creatures.): Destroy target creature. It can't be regenerated.
Return target creature card from your graveyard to your hand.Threshold — Return that card from your graveyard to the battlefield instead if seven or more cards are in your graveyard.
Whenever you cast an instant or sorcery spell, you may pay . If you do, copy that spell. You may choose new targets for the copy.Whenever another nontoken creature you control enters, you may pay . If you do, create a token that's a copy of that creature.
Equipped creature gets +2/+2.As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)Equip
HasteWhenever Skullbriar, the Walking Grave deals combat damage to a player, put a +1/+1 counter on it.Counters remain on Skullbriar as it moves to any zone other than a player's hand or library.
Multikicker (You may pay an additional any number of times as you cast this spell.)Choose any target, then choose another target for each time this spell was kicked. Comet Storm deals X damage to each of them.
Islandwalk, swampwalk (This creature can't be blocked as long as defending player controls an Island or a Swamp.)Whenever Wrexial, the Risen Deep deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
At the beginning of your upkeep, you gain X life and draw X cards, where X is the number of permanents you own that your opponents control.: Target opponent gains control of target permanent you control.
When Journey to Nowhere enters, exile target creature.When Journey to Nowhere leaves the battlefield, return the exiled card to the battlefield under its owner's control.