Kicker {5}{R} Fight with Fire deals 5 damage to target creature. If this spell was kicked, it deals 10 damage divided as you choose among any number of targets instead.
Kicker—Sacrifice an artifact or Goblin. Goblin Barrage deals 4 damage to target creature. If this spell was kicked, it also deals 4 damage to target player or planeswalker.
Haste Whenever one or more creatures you control attack, add that much mana in any combination of {R} and/or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Kicker {2} Search your library for a basic land card, put it onto the battlefield, then shuffle. If this spell was kicked, instead search your library for two basic land cards, put them onto the battlefield, then shuffle.
Kicker {3} If Grunn, the Lonely King was kicked, it enters the battlefield with five +1/+1 counters on it. Whenever Grunn attacks alone, double its power and toughness until end of turn.
Trample Whenever you cast a spell, if that spell was kicked, put a +1/+1 counter on Hallar, the Firefletcher, then Hallar deals damage equal to the number of +1/+1 counters on it to each opponent.
When Haphazard Bombardment enters the battlefield, choose four nonenchantment permanents you don't control and put an aim counter on each of them. At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.
Look at the top X cards of your library. You may put any number of land and/or legendary permanent cards with mana value X or less from among them onto the battlefield. Put the rest into your graveyard.
Flying Whenever a creature an opponent controls is dealt damage, put a +1/+1 counter on Kazarov, Sengir Pureblood. {3}{R}: Kazarov deals 2 damage to target creature.
Whenever Keldon Warcaller attacks, put a lore counter on target Saga you control.
"The Mountain gave the Flame to Kradak to light the furnaces of his people's hearts. The wanderers became Keldons, and he the first warlord." —"The Flame of Keld"
The mage-smiths of New Benalia have perfected the art of blending fine steel and enchanted glass into weapons that are both beautiful and deadly. Only elite knights are entrusted with these martial works of art.
Hexproof You can't lose the game. Whenever you gain life, draw that many cards. Whenever you lose life, for each 1 life you lost, exile a permanent you control or a card from your hand or graveyard. When Lich's Mastery leaves the battlefield, you lose the game.