Enchant creature you control When Warbriar Blessing enters, enchanted creature fights up to one target creature you don't control. Enchanted creature gets +0/+2.
Flying, haste Whenever you attack with three or more creatures, you may pay {2}{R}. If you do, return Warcry Phoenix 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.
You may cast Ward of Lights as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature As Ward of Lights enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights.
{1}{W/B}: Warden of the First Tree becomes a Human Warrior with base power and toughness 3/3. {2}{W/B}{W/B}: If Warden of the First Tree is a Warrior, it becomes a Human Spirit Warrior with trample and lifelink. {3}{W/B}{W/B}{W/B}: If Warden of the First Tree is a Spirit, put five +1/+1 counters on it.
As long as Warden of the Inner Sky 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 Warden of the Inner Sky. Scry 1. Activate only as a sorcery.