FlyingHaste (This creature can attack and as soon as it comes under your control.)When Thundermaw Hellkite enters, it deals 1 damage to each creature with flying your opponents control. Tap those creatures.
Knight of the Reliquary gets +1/+1 for each land card in your graveyard., Sacrifice a Forest or Plains: Search your library for a land card, put it onto the battlefield, then shuffle.
FlashFlyingWhen Restoration Angel enters, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.
When you cast this spell, reveal the top X cards of your library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield. Then shuffle the rest into your library.Genesis Hydra enters with X +1/+1 counters on it.
Lifelink, protection from white and from blackAs long as you have 30 or more life and an opponent has 10 or less life, Blood Baron of Vizkopa gets +6/+6 and has flying.
, : Put a fate counter on target permanent., , Sacrifice Oblivion Stone: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Target creature gets +1/+0 until end of turn and can't be blocked this turn.Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Counter target spell unless its controller pays . Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)Target player draws three cards.
Each creature you control assigns combat damage equal to its toughness rather than its power.: Target creature with defender can attack this turn as though it didn't have defender.: Creatures you control get +0/+1 until end of turn.