Flying, protection from blackEcho (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)When Karmic Guide enters, return target creature card from your graveyard to the battlefield.
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.)
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be activated this turn. (Mana abilities can't be targeted.)
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
: Add . Spend this mana only to cast artifact spells or activate abilities of artifacts.Friends forever (You can have two commanders if both have friends forever.)
Golden Rule - Whenever a token enters, you may have target player other than its controller create a token that's a copy of it, then you draw a card if an opponent created a token this way. Do this only once each turn.
FlyingWhen Angel of the Ruins enters, exile up to two target artifacts and/or enchantments.Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Other Dwarves you control get +1/+0.Whenever a Dwarf you control becomes tapped, create a Treasure token.Sacrifice five Treasures: Search your library for an artifact or Dragon card, put that card onto the battlefield, then shuffle.
Equipped creature gets +2/+2 and has protection from red and from white.Whenever equipped creature deals combat damage to a player, Sword of War and Peace deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand.Equip
FlashWhen this Equipment enters, attach it to target creature you control. That creature gains shroud until end of turn. (It can't be the target of spells or abilities.)Equipped creature can't be blocked.Equip