FlyingAt the beginning of each upkeep, create a 1/1 red and green Dragon creature token with flying and devour 2. (As the token enters, you may sacrifice any number of creatures. It enters with twice that many +1/+1 counters on it.)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)Creatures you control get +1/+0 until end of turn.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)Uril, the Miststalker gets +2/+2 for each Aura attached to it.
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
At the beginning of your upkeep, choose target opponent. This turn, that player can't cast spells or activate abilities and plays with their hand revealed. You may play lands and cast spells from that player's hand this turn.
HasteWhenever Thraximundar attacks, defending player sacrifices a creature of their choice.Whenever a player sacrifices a creature, you may put a +1/+1 counter on Thraximundar.
The first spell you cast each turn has cascade. (When you cast your first spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.
FlyingAt the beginning of each upkeep, create a 1/1 red and green Dragon creature token with flying and devour 2. (As the token enters, you may sacrifice any number of creatures. It enters with twice that many +1/+1 counters on it.)
, : Create a 1/1 blue and black Zombie Wizard creature token.: Target player loses X life and mills X cards, where X is the number of Zombies you control.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)Creatures you control get +1/+0 until end of turn.
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)Whenever a creature you control attacks alone, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase.
When Necromancer's Covenant enters, exile all creature cards from target player's graveyard, then create a 2/2 black Zombie creature token for each card exiled this way.Zombies you control have lifelink.
Equipped creature gets +3/+3 and has first strike.Whenever a creature dealt damage by equipped creature this turn dies, you may exile that card. If you do, create a 2/2 black Zombie creature token.Equip
, : Create a 1/1 blue and black Zombie Wizard creature token.: Target player loses X life and mills X cards, where X is the number of Zombies you control.
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)Whenever a creature you control attacks alone, you may search your library for an Aura card that could enchant that creature, put it onto the battlefield attached to that creature, then shuffle.
Target opponent reveals cards from the top of their library until four land cards are revealed. That player puts all cards revealed this way into their graveyard.
At the beginning of your upkeep, choose target opponent. This turn, that player can't cast spells or activate abilities and plays with their hand revealed. You may play lands and cast spells from that player's hand this turn.
Enchant landEnchanted land has shroud. (It can't be the target of spells or abilities.)Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.