All Slivers have "{T}: This permanent deals 1 damage to target attacking or blocking creature."
"They have long kept us under attack, but we do not lack for ammunition. The very bodies of our foes arm us against them." —Adom Capashen, Benalish hero
"So, as nearly as I can tell, when Slimer touched the machine, his ectoplasm shorted out a circuit, fused it, and our minds were exchanged." —Dr. Egon Spengler
{1}, {T}: Put a winch counter on this artifact. {T}, Remove X winch counters from this artifact: You may put a creature card with mana value X from your hand onto the battlefield.
Choose one — • Journey On — Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle. • Make Camp — Return target permanent card from your graveyard to your hand.
At the beginning of your end step, if you gained life this turn, each opponent loses 1 life. At the beginning of your end step, if you gained and lost life this turn, create a 1/1 black Bat creature token with flying. {1}{B}, Pay 2 life: Draw a card.
Haste Whenever Skullbriar deals combat damage to a player, put a +1/+1 counter on it. Counters remain on Skullbriar as it moves to any zone other than a player's hand or library.
Whenever one or more artifacts you control enter, put two +1/+1 counters on this creature. This ability triggers only once each turn. Whenever one or more enchantments you control enter, draw a card. This ability triggers only once each turn.
At the beginning of combat on your turn, until end of turn, noncreature artifacts you control become 3/3 Vehicles in addition to their other types and gain flying, haste, and crew 1. Whenever chaos ensues, create a Treasure token and a 2/2 white Alien creature token.
At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead.