Choose one — • Run and Hide — Prevent all combat damage that would be dealt to you and creatures you control this turn. • Gather Your Courage — Target creature gets +5/+5 and gains indestructible until end of turn. All creatures your opponents control able to block that creature this turn do so.
Choose one — • Form a Party — Look at the top five cards of your library. You may reveal any number of creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order. • Start a Brawl — Creatures you control get +2/+2 until end of turn.
Choose one — • Make a Retreat — Return target creature you control to its owner's hand. • Stand and Fight — Target creature gets +1/+3 until end of turn.
Choose target creature you own and control. That creature becomes your commander. Any other commanders you have are no longer your commander. (That creature starts with a commander tax of {0}.)
Choose one — • Threaten the Merchant — Each creature blocks this turn if able. • Bribe the Guards — You create a Treasure token for each opponent who was dealt damage this turn.
When Young Necromancer enters, you may exile two cards from your graveyard. When you do, return target creature card from your graveyard to the battlefield.
"Who needs imaginary friends when you've got dead ones?"
Choose one — • Pray for Protection — Creatures you control gain indestructible until end of turn. • Strike a Deal — You and target opponent each draw two cards.
"You trespass on sacred ground, monster. Leave while you still can."
You may cast an instant or sorcery spell from your sideboard. If you cast a modal spell this way, you may choose an additional mode. (A modal spell lets you choose one or more modes from a bulleted list.)