If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead.
Other black creatures you control get +1/+1.Other green creatures you control get +1/+1.At the beginning of your upkeep, you may create a 1/1 black and green Worm creature token.
TrampleSplinterfright's power and toughness are each equal to the number of creature cards in your graveyard.At the beginning of your upkeep, mill two cards.
FlyingDouble strike (This creature deals both first-strike and regular combat damage.)Lifelink (Damage dealt by this creature also causes you to gain that much life.)Whenever you gain life, draw a card.
Enchant creatureEnchanted creature gets +2/+0 and has trample.When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.
Mikaeus, the Lunarch enters with X +1/+1 counters on it.: Put a +1/+1 counter on Mikaeus., Remove a +1/+1 counter from Mikaeus: Put a +1/+1 counter on each other creature you control.
Other red creatures you control get +1/+1.Other white creatures you control get +1/+1.Whenever you cast a red spell, Balefire Liege deals 3 damage to target player or planeswalker.Whenever you cast a white spell, you gain 3 life.
When you cast this spell, you gain half X life and draw half X cards. Round down each time.Flying, trampleHydroid Krasis enters with X +1/+1 counters on it.
Whenever a creature you control with power 2 or less enters, you get an experience counter.At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is the number of experience counters you have.
Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put the chosen cards into your hand. Then shuffle.
Whenever a creature enters, if it entered from your graveyard or you cast it from your graveyard, return Prized Amalgam from your graveyard to the battlefield tapped at the beginning of the next end step.
At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.
Each other creature you control enters with a number of additional +1/+1 counters on it equal to Master Biomancer's power and as a Mutant in addition to its other types.