Arixmethes, Slumbering Isle enters the battlefield tapped with five slumber counters on it. As long as Arixmethes has a slumber counter on it, it's a land. Whenever you cast a spell, you may remove a slumber counter from Arixmethes. {T}: Add {G}{U}.
Each creature you control that's a Wolf or a Werewolf enters the battlefield with an additional +1/+1 counter on it. [–2]: Create a 2/2 green Wolf creature token.
Equipped creature gets +2/+2 and has menace. Whenever equipped creature deals combat damage to a player, draw two cards. Then discard two cards unless you discard a Pirate card. Equip {2}. This ability costs {2} less to activate if you have one or fewer cards in hand.
When Armed with Proof enters the battlefield, investigate twice. Clues you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip {2}.
Whenever Armix, Filigree Thrasher attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard. Partner
When an order for griffin barding comes in, blacksmiths prepare their forges for months of exacting work. They know griffins always detect imperfections and never haggle.
If four or more creatures are attacking, you may pay {1}{W} rather than pay this spell's mana cost. Arrow Volley Trap deals 5 damage divided as you choose among any number of target attacking creatures.