Dauntless Dourbark's power and toughness are each equal to the number of Forests you control plus the number of Treefolk you control.This creature has trample as long as you control another Treefolk.
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)This creature can't be blocked except by creatures with flying or reach.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)Dungrove Elder's power and toughness are each equal to the number of Forests you control.
Annihilator 3 (Whenever this creature attacks, defending player sacrifices three permanents of their choice.)This creature can't be blocked except by three or more creatures.
FlyingEach other Rogue creature you control enters with an additional +1/+1 counter on it.Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.
When this creature enters, if you control two or more Mountains, you may destroy target artifact.When this creature enters, if you control two or more Plains, you may destroy target enchantment.
At the beginning of your upkeep and whenever you cast a red spell, put a charge counter on this artifact., , Sacrifice this artifact: It deals damage equal to the number of charge counters on it to any target.
FlyingDeathtouch (Any amount of damage this deals to a creature is enough to destroy it.)Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever a player taps a land for mana, Tember City deals 1 damage to that player.Whenever chaos ensues, each other player sacrifices a nonland permanent of their choice.
When this creature enters, you may search your library for an artifact card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
Fiery Temper deals 3 damage to any target.Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creatures without flying or islandwalk can't attack.Whenever chaos ensues, until a player planeswalks, you can't lose the game and your opponents can't win the game.
Whenever a player casts a spell, that player flips a coin. If the player loses the flip, counter that spell.Whenever chaos ensues, target player reveals the top card of their library. If it's a nonland card, you may cast it without paying its mana cost.
All permanents untap during each player's untap step.Whenever chaos ensues, you may search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Trample, hasteAt the beginning of the end step, sacrifice this creature.Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
When this creature enters, if you control two or more Forests, you may gain 3 life.When this creature enters, if you control two or more Islands, you may return target tapped creature to its owner's hand.
When you set this scheme in motion, after this main phase, there is an additional combat phase followed by an additional main phase. Creatures you control gain vigilance until end of turn.
Put target creature card from a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
Shroud (This creature can't be the target of spells or abilities.)Vanishing 4 (This creature enters with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Staggershock deals 2 damage to any target.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.)
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters with two +1/+1 counters on it.)Menace (This creature can't be blocked except by two or more creatures.)
(An ongoing scheme remains face up.)At the beginning of your end step, put a doom counter on this scheme, then this scheme deals damage equal to the number of doom counters on it to the opponent with the highest life total among your opponents. If two or more players are tied for highest life total, you choose one.
(An ongoing scheme remains face up until it's abandoned.)When you set this scheme in motion, choose an opponent.Permanents the chosen player controls don't untap during their untap step.When the chosen player is attacked or becomes the target of a spell or ability, abandon this scheme.