If you would draw a card while your library has no cards in it, you win the game instead.+1: Target player mills two cards. Draw a card.−8: Draw seven cards. Then if your library has no cards in it, you win the game.
Flying, deathtouch, lifelinkOther creatures you control with flying get +1/+0.Whenever you cast an artifact or enchantment spell, create a 1/1 blue Faerie creature token with flying.
Deathtouch, hasteWhen Queen Marchesa enters, you become the monarch.At the beginning of your upkeep, if an opponent is the monarch, create a 1/1 black Assassin creature token with deathtouch and haste.
+2: You gain 1 life for each creature you control.−2: Create three 1/1 white Soldier creature tokens.−5: Destroy all other permanents except for lands and tokens.
DeathtouchOther Assassins you control get +1/+1.Whenever a player loses the game, if they were attacked this turn by an Assassin you controlled, you win the game.
Trample, infect, indestructibleIf Blightsteel Colossus would be put into a graveyard from anywhere, reveal Blightsteel Colossus and shuffle it into its owner's library instead.
IndestructibleAs long as your devotion to black is less than five, Erebos isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to black.)Your opponents can't gain life., Pay 2 life: Draw a card.
TrampleWhenever Primeval Titan enters or attacks, you may search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.
When Stoneforge Mystic enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle., : You may put an Equipment card from your hand onto the battlefield.
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Prevent all combat damage that would be dealt this turn if was spent to cast this spell. Each player loses 1 life for each attacking creature they control if was spent to cast this spell. (Do both if was spent.)
Choose target instant or sorcery spell that targets only a single permanent or player. Copy that spell for each other permanent or player the spell could target. Each copy targets a different one of those permanents and players.
TrampleWhenever you tap a land for mana, add one mana of any type that land produced.Whenever an opponent taps a land for mana, that land doesn't untap during its controller's next untap step.
IndestructibleAs long as your devotion to white is less than five, Heliod isn't a creature.Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.: Another target creature gains lifelink until end of turn.
As Door of Destinies enters, choose a creature type.Whenever you cast a spell of the chosen type, put a charge counter on Door of Destinies.Creatures you control of the chosen type get +1/+1 for each charge counter on Door of Destinies.
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)Whenever a Human deals damage to you, destroy it.Other non-Human creatures you control get +1/+1 and have undying. (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control...
Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land of their choice. If the player does, they may copy this spell and may choose a new target for that copy.
When a player casts a spell or a creature attacks, exile Norin the Wary. Return it to the battlefield under its owner's control at the beginning of the next end step.
Flying, hasteWhenever Klauth attacks, add X mana in any combination of colors, where X is the total power of attacking creatures. Spend this mana only to cast spells. Until end of turn, you don't lose this mana as steps and phases end.
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)Equip (: Attach to target creature you control. Equip only as a sorcery.)
This spell costs less to cast for each card type among cards in your graveyard.When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn.Flying, trample, protection from instants
Search your library for up to four land cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle.