Flying At the beginning of combat on your turn, choose one that hasn't been chosen — • Each player sacrifices a creature. • You draw a card and you lose 1 life. • Transform Henrika Domnathi.
Flying, deathtouch When High Fae Prankster enters the battlefield, choose up to one — • Perpetually exchange target creature's base power with another target creature's base power. • High Fae Prankster perpetually has base power and toughness 4/1.
When Hooded Assassin enters the battlefield, choose one — • Put a +1/+1 counter on Hooded Assassin. • Destroy target creature that was dealt damage this turn.
Flash This spell can't be countered. Whenever you cast a spell, choose up to one — • Return target spell you don't control to its owner's hand. • Return target nonland permanent to its owner's hand.
Choose one — • Hurly-Burly deals 1 damage to each creature without flying. • Hurly-Burly deals 1 damage to each creature with flying.
"Things were popping like corn in a skillet. Olly landed in the pig pen with his prize sow on top of him, both squealin' like boggarts." —Deagan, cenn of Burrenton
Whenever you tap an untapped creature an opponent controls, you may pay {1}. When you do, choose one — • Create a 4/4 white and blue Elemental creature token. • Put a +1/+1 counter on each creature you control. • Scry 2, then draw a card.
Whenever Immard, the Stormcleaver enters the battlefield or attacks, put a charge counter on it or remove one from it. When you remove a counter this way, choose one — • Immard deals 4 damage to any target. • Immard gains lifelink and indestructible until end of turn.
Choose two — • Incendiary Command deals 4 damage to target player or planeswalker. • Incendiary Command deals 2 damage to each creature. • Destroy target nonbasic land. • Each player discards all the cards in their hand, then draws that many cards.
As Ineffable Blessing enters the battlefield, choose Flavorful or Bland. • Flavorful — Whenever a creature with flavor text enters the battlefield under your control, draw a card. • Bland — Whenever a creature without flavor text enters the battlefield under your control, draw a card.
Kicker {2}{G} Choose one. If this spell was kicked, choose any number instead. • Put two +1/+1 counters on target creature. • Target player gains X life, where X is the greatest power among creatures they control. • Target creature you control fights target creature you don't control.
Kicker {2}{U}{U} Choose one. If this spell was kicked, choose any number instead. • Return up to two target creatures to their owners' hands. • Scry 2, then draw two cards. • Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
Kicker {2}{B}{B} Choose one. If this spell was kicked, choose any number instead. • Target opponent discards two cards. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Destroy target creature with mana value 3 or less.
Choose one — • Counter target spell. • You may choose new targets for target spell. • Copy target instant or sorcery spell. You may choose new targets for the copy.
"We meet again, pyromancer." —Baral, Chief of Compliance
When Inspiring Bard enters the battlefield, choose one — • Bardic Inspiration — Target creature gets +2/+2 until end of turn. • Song of Rest — You gain 3 life.
"Wake up, my friends! There are deeds to be done and treasures to be won!"
Choose one — • Into the Fire deals 2 damage to each creature, planeswalker, and battle. • Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
The rest of the Gatewatch retreated. Chandra and Wrenn went in blazing.
When you set this scheme in motion, choose one — • Search your library for a creature card, reveal it, put it into your hand, then shuffle. • You may put a creature card from your hand onto the battlefield.
"Meet my newest minion. Come now, don't be shy—shake her pincer."
Choose one — • Target creature gets +4/+0 and gains trample until end of turn. • Two target creatures each get +2/+0 and gain trample until end of turn.
Gremlins can change from pest to problem to plague in the span of a moment.