FlyingAt the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay .Each untapped creature you control gets +0/+2 as long as it's not attacking.: Arcades Sabboth gets +0/+1 until end of turn.
Defender (This creature can't attack.)When Wall of Junk blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
When Gamekeeper dies, you may exile it. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and put all other cards revealed this way into your graveyard.
Choose artifact, creature, or land. Tap all untapped permanents of the chosen type target player controls, or untap all tapped permanents of that type that player controls.
At the beginning of your upkeep, if a player has more life than each other player, the player with the most life gains control of Wild Dogs.Cycling (, Discard this card: Draw a card.)
Exile target creature you control, then return it to the battlefield under its owner's control.Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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.
Echo (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.): Draw a card.
All Nightmares get +1/+1., Pay 3 life: Put target creature card from a graveyard onto the battlefield under your control. That creature is black and is a Nightmare in addition to its other creature types.When Chainer, Dementia Master leaves the battlefield, exile all Nightmares.
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)Cycling—Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)
Whenever Spiritmonger deals damage to a creature, put a +1/+1 counter on Spiritmonger.: Regenerate Spiritmonger.: Spiritmonger becomes the color of your choice until end of turn.
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)When Deadwood Treefolk enters or leaves the battlefield, return another target creature card from your graveyard to your hand.