First strike, protection from two-word names (Nothing with exactly two words in its name can block, target, deal damage to, or attach to this creature. Hyphenated words are one word.)
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.
Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)Each creature you control with any kind of counter on it has art menace. (They can't be blocked except by creatures with two or more visible figures in their art.)
When GO TO JAIL enters, exile target creature an opponent controls until GO TO JAIL leaves the battlefield.At the beginning of the upkeep of the exiled card's owner, that player rolls two six-sided dice. If they roll doubles, sacrifice GO TO JAIL.
FlyingWhenever you attack with two or more creatures,Augment (, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
Frenzy 2 (Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.)Garbage Elemental can't be blocked by wordy creatures. (A creature is wordy if it has four or more lines of rules text.)
target creature gets -x/-x until end of turn, where x is the number of times a capital letter appears in its rules text. (ignore reminder text and flavor text.)
As Buzzing Whack-a-Doodle enters, you and an opponent each secretly choose Whack or Doodle. Then those choices are revealed. If the choices match, Buzzing Whack-a-Doodle has that ability. Otherwise, it has Buzz.• Whack — : Target player loses 2 life.• Doodle — : You gain 3 life.• Buzz — , : Draw a card.
Whenever Sly Spy deals combat damage to a player, that player reveals their hand. You choose a card from it with the longest name. That player discards that card.
State-based actions don't apply to you or other permanents you control. (You don't lose the game due to having 0 or less life or drawing from an empty library. Your creatures aren't destroyed due to damage or deathtouch and aren't put into a graveyard due to having 0 or less toughness. Your planeswalkers aren't put into a graveyard if they have 0 loyalty....
Whenever Suspicious Nanny deals combat damage to a player, it reassembles target Contraption that player controls. (Gain control of it and move it onto one of your sprockets.)
As Hydradoodle enters, roll X six-sided dice. Hydradoodle enters with a number of +1/+1 counters on it equal to the total of those results.Reach, trample
Whenever you crank Dictation Quillograph, until end of turn, target creature gains "Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card."
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)When Garbage Elemental enters, roll two six-sided dice. Create a number of 1/1 red Goblin creature tokens equal to the difference between those results.
At the beginning of each end step, if you rolled a die this turn,Augment (, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
Enchant your libraryEnchanted library is an artifact creature on the battlefield with power and toughness each equal to the number of cards in it. It's still a library.If enchanted library would leave the battlefield, exile Animate Library instead.
Flying, Sacrifice another artifact: Aerial Toastmaster assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
First strike, protection from even collector numbers (Nothing with an even collector number can block, target, deal damage to, or attach to this creature.)