Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.
Flash (You may cast this spell any time you could cast an instant.)When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn.Equipped creature gets +2/+0 and has flying.Equip (: Attach to target creature you control. Equip only as a sorcery.)
Flying, vigilanceEach other Angel you control enters with an additional +1/+1 counter on it for each Angel you already control.: Add . Spend this mana only to cast an Angel spell.
TrampleWhen this creature attacks, another target creature you control gains trample and gets +X/+X until end of turn, where X is this creature's power.
Flying, hasteThis creature attacks each combat if able.At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may pay . If you do, return this card from your graveyard to the battlefield.
Create a token that's a copy of target creature you control, except it has haste and "At the beginning of the end step, sacrifice this token."Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Vigilance, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)Whenever this creature deals combat damage to a player, put that many incubation counters on it.Remove three incubation counters from this creature: Create a 2/2 blue Drake creature token with flying.
Create a token that's a copy of target creature you control, except it has haste and "At the beginning of the end step, sacrifice this token."Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Reveal the top X cards of your library. You may put any number of permanent cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
This land enters tapped.: Add ., , Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
: Exile target creature card from a graveyard that was put there this turn. Create a token that's a copy of it, except it's a Nightmare in addition to its other types. Then exile all other Nightmare tokens you control.
ReachWhenever another nontoken creature you control dies, you may reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order.
Whenever another creature you control enters, put a +1/+1 counter on this creature.As long as this creature has three or more +1/+1 counters on it, it has flying and is a Knight in addition to its other types.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)Whenever another creature you control enters, this creature gets +1/+0 until end of turn.
TrampleWhen this creature attacks, another target creature you control gains trample and gets +X/+X until end of turn, where X is this creature's power.
Lifelink, hexproof from instantsAs long as your life total is greater than your starting life total, Elenda gets +1/+1 and has menace. Elenda gets an additional +5/+5 as long as your life total is at least 10 greater than your starting life total.
Whenever another creature you control enters, put a +1/+1 counter on this creature.As long as this creature has three or more +1/+1 counters on it, it has flying and is a Knight in addition to its other types.
Whenever you cast a creature spell, create a 3/3 green Beast creature token.Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control.Landfall — Whenever a land you control enters, you gain 3 life.
FlyingWhenever another nontoken Dragon you control enters, create a 5/5 red Dragon creature token with flying.: Dragons you control get +1/+0 until end of turn.
Flash (You may cast this spell any time you could cast an instant.)Enchant creatureEnchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)