FlashWhen Shining Armor enters, attach it to target Knight you control.Equipped creature gets +0/+2 and has vigilance.Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever a creature you control deals combat damage, put a blaze counter on Five-Alarm Fire.Remove five blaze counters from Five-Alarm Fire: It deals 5 damage to any target.
Enchant creatureEnchanted creature gets +1/+1 and has vigilance.When enchanted creature dies, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Kicker (You may pay an additional as you cast this spell.)HasteWhen Keldon Overseer enters, if it was kicked, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
FlyingWhenever Rith, the Awakener deals combat damage to a player, you may pay . If you do, choose a color, then create a 1/1 green Saproling creature token for each permanent of that color.
, : Create a colorless snow artifact token named Icy Manalith with ": Add one mana of any color.", : Look at the top four cards of your library. You may cast a spell from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Zombies you control get +1/+0.At the beginning of your end step, if a creature died this turn, you may pay . If you do, create a 2/2 black Zombie creature token.
Enchant creature you controlWhen Cartouche of Zeal enters, target creature can't block this turn.Enchanted creature gets +1/+1 and has haste. (It can attack and no matter when it came under your control.)
ReachWhen Blossom Prancer enters, look at the top five cards of your library. You may reveal a creature or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, you gain 4 life.
When Cloister Gargoyle enters, venture into the dungeon. (Enter the first room or advance to the next room.)As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying.