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.