Reach (This creature can block creatures with flying.)Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)Whenever another creature dies, each opponent loses 1 life.
Skeletons you control and other Zombies you control get +1/+1 and have deathtouch. (Any amount of damage they deal to a creature is enough to destroy it.)
Take an extra turn after this one.If Nexus of Fate would be put into a graveyard from anywhere, reveal Nexus of Fate and shuffle it into its owner's library instead.
Whenever a Dragon you control enters, put a gold counter on Dragon's Hoard., Remove a gold counter from Dragon's Hoard: Draw a card.: Add one mana of any color.
+2: You gain 1 life for each creature you control.−3: Creatures you control get +2/+2 until end of turn.−9: Put X +1/+1 counters on target creature, where X is your life total.
+1: Target player loses 2 life.−1: Return target creature card from your graveyard to your hand.−7: Destroy up to two target creatures. Put up to two creature cards from graveyards onto the battlefield under your control.
+2: Sarkhan, Dragonsoul deals 1 damage to each opponent and each creature your opponents control.−3: Sarkhan, Dragonsoul deals 4 damage to target player or planeswalker.−9: Search your library for any number of Dragon creature cards, put them onto the battlefield, then shuffle.
When Liliana's Contract enters, you draw four cards and you lose 4 life.At the beginning of your upkeep, if you control four or more Demons with different names, you win the game.
Skeletons you control and other Zombies you control get +1/+1 and have deathtouch. (Any amount of damage they deal to a creature is enough to destroy it.)
Exile the top seven cards of your library. Until end of turn, you may cast spells from among them.If this spell was cast from your hand, add ten mana of any one color.
: Add ., : Until end of turn, your opponents and creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.
Flying, vigilanceWhenever a creature you control with defender enters, draw a card.Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
As Alpine Moon enters, choose a nonbasic land card name.Lands your opponents control with the chosen name lose all land types and abilities, and they gain ": Add one mana of any color."