Hell to Pay deals X damage to target creature. Create a number of tapped Treasure tokens equal to the amount of excess damage dealt to that creature this way.
For years afterward, lucky explorers who found the cave could chip gold fragments off the rocky walls.
Until end of turn, permanents your opponents control gain "When this permanent deals damage to the player who cast Hellish Rebuke, sacrifice this permanent. You lose 2 life."
Flying, haste Whenever Hellkite Charger attacks, you may pay {5}{R}{R}. If you do, untap all attacking creatures and after this phase, there is an additional combat phase.
Flying When Hellkite Courser enters the battlefield, you may put a commander you own from the command zone onto the battlefield. It gains haste. Return it to the command zone at the beginning of the next end step.
The charge was heralded not by horns, but by the dragon's echoing roar.
Flying, trample Whenever Hellkite Tyrant deals combat damage to a player, gain control of all artifacts that player controls. At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.
Other outlaws you control have haste. When Hellspur Posse Boss enters the battlefield, create two 1/1 red Mercenary creature tokens with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
{X}, {T}: Target opponent mills a card, then repeats this process until a creature card or X cards have been put into their graveyard this way, whichever comes first. If one or more creature cards were put into that graveyard this way, sacrifice Helm of Obedience and put one of them onto the battlefield under your control. X can't be 0.
At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste. Equip {5}