Target creature gets -3/-3 until end of turn. You may tap any number of untapped Vampire creatures you control. If you do, put a +1/+1 counter on each of those Vampires.
Multikicker (You may pay an additional any number of times as you cast this spell.)Choose target creature, then choose another target creature for each time this spell was kicked. Put X +1/+1 counters on each of them.
Multikicker (You may pay an additional any number of times as you cast this spell.)Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)Quag Vampires enters with a +1/+1 counter on it for each time it was kicked.
Celestial Colonnade enters tapped.: Add or .: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
Whenever a creature an opponent controls attacks, if you're the defending player, create a 3/3 red Ogre creature token unless that creature's controller pays .
This spell costs less to cast for each attacking creature.Create a 6/12 colorless Construct artifact creature token with trample. Exile it at the beginning of your next end step.
Enchant landEnchanted land is a 2/2 blue Elemental creature with flying. It's still a land.When enchanted land dies, return that card to its owner's hand.
Flying: Mordant Dragon gets +1/+0 until end of turn.Whenever Mordant Dragon deals combat damage to a player, you may have it deal that much damage to target creature that player controls.
If an opponent had a green creature enter the battlefield under their control this turn, you may pay rather than pay this spell's mana cost.Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
If a white creature is attacking, you may pay rather than pay this spell's mana cost.Exile target attacking creature. Create a token that's a copy of that creature. Exile it at the beginning of the next end step.
Multikicker (You may pay an additional any number of times as you cast this spell.)When Wolfbriar Elemental enters, create a 2/2 green Wolf creature token for each time it was kicked.
Multikicker (You may pay an additional any number of times as you cast this spell.)When Wolfbriar Elemental enters, create a 2/2 green Wolf creature token for each time it was kicked.
Target creature gets +2/+2 until end of turn.Landfall — If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.
Multikicker (You may pay an additional any number of times as you cast this spell.)Islandwalk (This creature can't be blocked as long as defending player controls an Island.)Enclave Elite enters with a +1/+1 counter on it for each time it was kicked.
As long as you control a Plains, Sejiri Merfolk has first strike and lifelink. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)