First strike (This creature deals combat damage before creatures without first strike.)Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.)
Flying (This creature can't be blocked except by creatures with flying or reach.): Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Flying (This creature can't be blocked except by creatures with flying or reach.)Nightmare's power and toughness are each equal to the number of Swamps you control.
Cast this spell only during combat before blockers are declared.Target creature defending player controls can block any number of creatures this turn. It blocks each attacking creature this turn if able.
Other Zombie creatures have swampwalk. (They can't be blocked as long as defending player controls a Swamp.)Other Zombies have ": Regenerate this permanent."
First strike (This creature deals combat damage before creatures without first strike.)Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)At the beginning of your upkeep, Force of Nature deals 8 damage to you unless you pay .
Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk." This effect lasts indefinitely.)
Remove Darkpact from your deck before playing if you're not playing for ante.You own target card in the ante. Exchange that card with the top card of your library.
Flying: Dragon Whelp gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice Dragon Whelp at the beginning of the next end step.
Rock Hydra enters with X +1/+1 counters on it.For each 1 damage that would be dealt to Rock Hydra, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage.: Prevent the next 1 damage that would be dealt to Rock Hydra this turn.: Put a +1/+1 counter on Rock Hydra. Activate only during your upkeep.