Red creatures you control get +1/+0. White creatures you control get +0/+1. {R}{W}, Exile this enchantment: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.
Flying {R}: This creature gets +1/+0 until end of turn. {R}: This creature gains first strike until end of turn. {R}: This creature gains haste until end of turn.
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains lifelink until end of turn.
"By ancient magics, by angels' grace, we will survive this night."
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 2 if this is the first time this ability has resolved this turn. If it's the second time, each opponent discards a card. If it's the third time, put a creature card from a graveyard onto the battlefield under your control.
Put target creature card from a graveyard onto the battlefield under your control. That creature deals damage equal to its power to each other creature.
"The Dwarves tell no tale; but even as mithril was the foundation of their wealth, so also it was their destruction." —Gandalf
Whenever a Forest you control enters, this creature gets +2/+2 until end of turn. Whenever you cast a Treefolk spell, this creature gets +2/+2 until end of turn.
[+1]: Up to one target creature gains double strike until end of turn. [–2]: Samut deals 2 damage divided as you choose among one or two targets. [–7]: Search your library for up to two creature and/or planeswalker cards, put them onto the battlefield, then shuffle.