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.
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.)
: 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.
As Hammer Jammer enters, roll a six-sided die. Hammer Jammer enters with a number of +1/+1 counters on it equal to the result.Whenever you roll a die, remove all +1/+1 counters from Hammer Jammer, then put a number of +1/+1 counters on it equal to the result.
Whenever Sly Spy deals combat damage to a player, that player reveals the top card of their library. Put that card into your hand and you lose life equal to its mana value.