Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)Equip (: Attach to target creature you control. Equip only as a sorcery.)
Search your library for up to X basic land cards, where X is the number of creatures attacking you, put those cards onto the battlefield tapped, then shuffle.Prevent all combat damage that would be dealt this turn.
First strikeLandfall — Whenever a land you control enters, goad each creature target player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Put target creature card from a graveyard onto the battlefield under your control with a corpse counter on it. You take the initiative. If that creature would leave the battlefield, exile it instead of putting it anywhere else.Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
As long as Pact Weapon is attached to a creature, you don't lose the game for having 0 or less life.Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's mana value.Equip—Discard a card.
Choose target spell or ability with one or more targets. Roll a d20 and add the greatest power among creatures you control.1—14 | You may choose new targets for that spell or ability.15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
Choose target spell or ability with one or more targets. Roll a d20 and add the greatest power among creatures you control.1—14 | You may choose new targets for that spell or ability.15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.