Trample When Snapsail Rider enters the battlefield, this match is now worth 6 base points instead of 3. (A player can concede the game at any time, and may want to in response to this ability.)
This spell costs {X} less to cast, where X is the total mana value of noncreature enchantments you control. Trample {1}{G}, Sacrifice another enchantment: This creature gains indestructible until end of turn.
Flying Whenever Teneb deals combat damage to a player, you may pay {2}{B}. If you do, put target creature card from a graveyard onto the battlefield under your control.
{5}, {T}: You draw a card and lose 1 life. This ability costs X less to activate, where X is your devotion to Abzan. (Each {W}, {B}, or {G} in the mana cost of permanents you control counts towards your devotion to Abzan.)
Hexproof Whenever you roll a die, put a number of luck counters on this enchantment equal to the result. Then if there are 100 or more luck counters on this enchantment, you win the game. (Count both rolls if you reroll a die.)
{T}: Add {C}. {T}, Sacrifice a creature: Add one mana of any color. {X}{2}, {T}, Sacrifice a Desert: Exile target creature card with mana value X from your graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie. Activate only as a sorcery.
[+1]: Each opponent discards a card and loses 2 life. [–3]: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has mana value 3 or less. [–8]: Each opponent loses life equal to the number of cards in their graveyard.
Enchant creature Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power. Enchanted creature has "{2}{W}: Untap this creature."
Flying, vigilance, trample Whenever you attack, other creatures you control get +2/+2 and gain indestructible until end of turn. Unearth—Pay eight {E}.
Seismic Rupture deals 2 damage to each creature without flying.
The raiding party advanced on the lone figure, confident they had her cornered and helpless. Then she raised her hands, and the ground opened with a fiery roar.
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.