Flying, haste Whenever you attack with three or more creatures, you may pay {2}{R}. If you do, return this card from your graveyard to the battlefield tapped and attacking.
Each opponent who controls more creatures than you can't cast creature spells. The same is true for artifacts and enchantments. Each opponent who controls more lands than you can't play lands.
Mages dare not attempt magic in its grotesque presence.
{1}{W/B}: This creature becomes a Human Warrior with base power and toughness 3/3. {2}{W/B}{W/B}: If this creature is a Warrior, it becomes a Human Spirit Warrior with trample and lifelink. {3}{W/B}{W/B}{W/B}: If this creature is a Spirit, put five +1/+1 counters on it.
At the beginning of your end step, put a +1/+1 counter on this creature. Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature.
As long as this creature has three or more counters on it, it has flying and vigilance. Tap three untapped artifacts and/or creatures you control: Put a +1/+1 counter on this creature. Scry 1. Activate only as a sorcery.
Whenever an enchantment you control is put into a graveyard from the battlefield, create a 1/1 black Rat creature token with "This token can't block." {1}{B}: This creature gains deathtouch until end of turn.
When this creature enters, it deals X damage to target creature an opponent controls, where X is the number of instant and sorcery cards in your graveyard.
Minotaurs favor magic that manifests as weapons wrapped in flame.