Players play a Magic subgame under the table, starting at 5 life and using their libraries as their decks. The winner searches their library for two cards, puts those cards into their hand, then shuffles.
FlyingAs Jumbo Imp enters, roll a six-sided die. Jumbo Imp enters with a number of +1/+1 counters on it equal to the result.At the beginning of your upkeep, roll a six-sided die and put a number of +1/+1 counters on Jumbo Imp equal to the result.At the beginning of your end step, roll a six-sided die and remove a number of +1/+1 counters from Jumbo Imp...
At the beginning of your upkeep, roll a six-sided die. On a 3 or 4, put a +1/+1 counter on Inhumaniac. On a 5 or higher, put two +1/+1 counters on it. On a 1, remove all +1/+1 counters from Inhumaniac.
, : Roll a six-sided die. It becomes a green Die creature token with power and toughness each equal to its result., : Reroll any die. (Activate only any time it makes sense.)
All creatures have haste.Players play with the top card of their libraries revealed.Noninstant, nonsorcery cards on top of a library are on the battlefield under their owner's control in addition to being in that library.
When this creature enters,exile target creature card with mana value 2 or less from your graveyard. If it has augment, combine it with a host you control. Otherwise, put it onto the battlefield.