Just a second (As long as this spell is on the stack, players can't move permanents.)Slaying Mantis enters by being thrown from a distance of at least three feet.When Slaying Mantis enters, it fights each creature an opponent controls that it touched as it entered.
Whenever you crank Deadly Poison Sampler, until end of turn, target creature gains "Whenever this creature deals combat damage to a player, destroy target creature that player controls."
When It That Gets Left Hanging enters, ask a person outside the game to high-five you. If they won't, It That Gets Left Hanging gains haste until end of turn.
When It That Gets Left Hanging enters, ask a person outside the game to high-five you. If they won't, It That Gets Left Hanging gains haste until end of turn.
: Roll a six-sided die. Ground Pounder gets +X/+X until end of turn, where X is the result.Whenever you roll a 5 or higher on a die, Ground Pounder gains trample until end of turn.
: Roll a six-sided die. Ground Pounder gets +X/+X until end of turn, where X is the result.Whenever you roll a 5 or higher on a die, Ground Pounder gains trample until end of turn.
Whenever you crank Thud-for-Duds, roll two six-sided dice. Thud-for-Duds deals damage to target creature equal to the difference between those results.
Creature cards in graveyards can attack and block as though they were on the battlefield, can block or be blocked only by creature cards in graveyards, are Zombies in addition to their other types, and have undeathtouch. (If they would deal damage to a creature card, exile that creature card instead.)Creature cards in your graveyard have haste.
Roll a six-sided die. Assemble a number of Contraptions equal to the result. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
TrampleAt the beginning of each end step, if an opponent was dealt damage this turn,Augment (, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
, Exile a permanent you control with a League of Dastardly Doom watermark: Return a permanent card with a League of Dastardly Doom watermark from your graveyard to the battlefield.
HexproofWhenever you roll a die, put a number of luck counters on As Luck Would Have It equal to the result. Then if there are 100 or more luck counters on As Luck Would Have It, you win the game. (Count both rolls if you reroll a die.)
Whenever you crank Neural Network, gain control of target creature an opponent controls with power less than or equal to the number of creature cards in its controller's graveyard until end of turn. Untap that creature. It gains haste until end of turn.
: Choose one. You may activate this ability while Shellephant is in any zone.• Shellephant has base power and toughness 1/4.• Shellephant has base power and toughness 3/3.
Last strike (This creature deals combat damage after creatures without last strike.)Battalion — Whenever Garbage Elemental and at least two other creatures attack, target creature can't block this turn.