VigilanceWhenever Giant Beaver attacks while saddled, put a +1/+1 counter on target creature that saddled it this turn.Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
VigilanceWhenever Giant Beaver attacks while saddled, put a +1/+1 counter on target creature that saddled it this turn.Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Freestrider Commando enters with two +1/+1 counters on it if it wasn't cast or no mana was spent to cast it.Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Freestrider Commando enters with two +1/+1 counters on it if it wasn't cast or no mana was spent to cast it.Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
When Frontier Seeker enters, look at the top five cards of your library. You may reveal a Mount creature card or a Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
When Frontier Seeker enters, look at the top five cards of your library. You may reveal a Mount creature card or a Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Return up to one target creature card from your graveyard to your hand. Create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Return up to one target creature card from your graveyard to your hand. Create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
DeathtouchWhenever you commit a crime, target creature you control gains your choice of menace or lifelink until end of turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
DeathtouchWhenever you commit a crime, target creature you control gains your choice of menace or lifelink until end of turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
When Unscrupulous Contractor enters, you may sacrifice a creature. When you do, target player draws two cards and loses 2 life.Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
When Unscrupulous Contractor enters, you may sacrifice a creature. When you do, target player draws two cards and loses 2 life.Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
When Sterling Hound enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
When Sterling Hound enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Target creature gets -1/-0 until end of turn. It gets -4/-0 until end of turn instead if you control an outlaw. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)Draw a card.
Target creature gets -1/-0 until end of turn. It gets -4/-0 until end of turn instead if you control an outlaw. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)Draw a card.
FlashEnchant artifact or creatureWhen Stop Cold enters, tap enchanted permanent.Enchanted permanent loses all abilities and doesn't untap during its controller's untap step.
FlashEnchant artifact or creatureWhen Stop Cold enters, tap enchanted permanent.Enchanted permanent loses all abilities and doesn't untap during its controller's untap step.
Whenever Archmage's Newt deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback until end of turn instead if Archmage's Newt is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile...
Whenever Archmage's Newt deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback until end of turn instead if Archmage's Newt is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile...