Chalice of the Void enters with X charge counters on it.Whenever a player casts a spell with mana value equal to the number of charge counters on Chalice of the Void, counter that spell.
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
Equipped creature gets +2/+2 and has protection from red and from blue.Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to any target and you draw a card.Equip
Equipped creature gets +2/+2 and has protection from red and from blue.Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to any target and you draw a card.Equip
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
Equipped creature gets +2/+2 and has protection from white and from black.Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.Equip
Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager.Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Chalice of the Void enters with X charge counters on it.Whenever a player casts a spell with mana value equal to the number of charge counters on Chalice of the Void, counter that spell.
Return up to three target land cards from your graveyard to your hand.Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
Search your library for a green creature card, reveal it, put it into your hand, then shuffle.At the beginning of your next upkeep, pay . If you don't, you lose the game.
You may choose not to untap Vedalken Shackles during your untap step., : Gain control of target creature with power less than or equal to the number of Islands you control for as long as Vedalken Shackles remains tapped.
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Search your library for up to four cards with different names and reveal them. Target opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle.
+1: Create a 1/1 white Soldier creature token.+1: Target creature gets +3/+3 and gains flying until end of turn.−8: You get an emblem with "Artifacts, creatures, enchantments, and lands you control have indestructible."
Haste: Create a token that's a copy of target nonlegendary creature you control, except it has haste. Sacrifice it at the beginning of the next end step.
FlyingCreatures you control have "Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability."
Equipped creature gets +2/+2 and has protection from white and from black.Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.Equip
Flying, Sacrifice Glen Elendra Archmage: Counter target noncreature spell.Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Sunburst (This enters with a charge counter on it for each color of mana spent to cast it.), Sacrifice Engineered Explosives: Destroy each nonland permanent with mana value equal to the number of charge counters on Engineered Explosives.