Search your library for three creature cards and reveal them. If you reveal three cards with different names, choose one of them at random and put that card into your hand. Shuffle the rest into your library.
Gruul clanfolk obey few rules, but all feel bound to answer the call of the horn.
When Signature Spells enters the battlefield, seek two instant and/or sorcery cards with mana value 3, then exile them. At the beginning of your upkeep, you may copy a card exiled with Signature Spells. You may cast the copy without paying its mana cost.
Choose target spell. Counter that spell unless its controller pays {2}. Threshold — If seven or more cards are in your graveyard, seek a creature card with the same mana value as the chosen spell.
Choose target creature. If a spell or ability that targets that creature would cause a source to deal damage to that creature this turn, prevent that damage.
Put a +1/+1 counter on each of up to X target creatures you control. Auras, Equipment, and modified creatures you control gain hexproof until end of turn.
Choose two — • Counter target noncreature spell. • Return target permanent to its owner's hand. • Target creature gets -3/-3 until end of turn. • Destroy target planeswalker.
As an additional cost to cast this spell, you may reveal a Dragon card from your hand. Counter target spell unless its controller pays {1}. If you revealed a Dragon card or controlled a Dragon as you cast this spell, counter that spell instead.
Silundi Isle enters the battlefield tapped. {T}: Add {U}.
"From the hedron fields of Agadeem to the Faduun of Jwar Isle, the islands of the Silundi Sea offer one mystery after another." —Jori En, expedition leader
Look at the top six cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Flash When Silver Shroud Costume enters the battlefield, attach it to target creature you control. That creature gains shroud until end of turn. Equipped creature can't be blocked. Equip {3}
Put a +1/+1 counter on each creature you control. Adamant — If at least three white mana was spent to cast this spell, creatures you control gain vigilance until end of turn.
Tempered by fire and united in virtue, the knights of Ardenvale fight with a single, unbreakable will.