When Rasputin enters, put a dream counter on it for each opponent you have. Each opponent creates a 1/1 red Goblin creature token. {T}, Remove one or more dream counters from Rasputin: Add that much {C}. {T}, Remove a dream counter from Rasputin: Create a 2/2 white Knight creature token with protection from red.
Dark One's Own Luck — Whenever you roll one or more dice, Farideh gains flying and menace until end of turn. If any of those results was 10 or higher, draw a card.
For centuries, she grew in her benthic home, safe from Muraganda's moonfalls, feeding on the raw leylines that run below the water. When she emerged, the coral depths she called home came with her.
This creature enters with X +1/+1 counters on it. Remove a +1/+1 counter from this creature: Add {C}{C}. Spend this mana only to activate abilities. {1}, {T}: Put a +1/+1 counter on this creature.
When Dueling Coach enters, distribute two +1/+1 counters among one or two target creatures you control. {W}, {T}: Put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost. Cast this spell only during combat. Create a 4/4 white Angel creature token with flying. Exile it at the beginning of the next end step.
This creature can't be blocked except by artifact creatures and/or white creatures.
The paradise of Amrou Haven had become a field of cinders. Its people struggled to survive, hoping to see visions of its past in the strange storms that quickly passed.
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Commanders you control have horsemanship. Partner (You can have two commanders if both have partner.)
Attacking tokens you control have double strike. Whenever one or more tokens you control attack a player, exile the top card of your library. During any turn you attacked with a token, you may play that card.