Flying, haste, protection from white {5}{R}{R}: Monstrosity 3. When this creature becomes monstrous, it deals damage to each opponent equal to the number of cards in that player's hand.
Parade! — At the beginning of combat on your turn, choose creatures you control one at a time until each creature you control has been chosen. Each of those creatures gets +1/+1 until end of turn for each creature chosen before it.
Landfall — Whenever a land enters under your control, you gain 1 life. {2}{G}: Level 2 You may play an additional land on each of your turns. {2}{G}: Level 3 When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Gain control of target creature or Vehicle until end of turn. Untap it. It gains haste until end of turn. You may cast a spell with mana value 2 or less from your hand without paying its mana cost.
"He told us not to worry, and he walked into the cavern. The swirling mass of Eldrazi parted to admit him, then closed in his wake." —Akiri, kor line-slinger
This creature gets +0/+1 for each Mountain you control.
"Fire. Air. Water. These elements spread, filling in the spaces they are not. But earth is implacable like a sullen child." —Jestus Dreya, Of Elements and Eternity
Players play with their hands revealed. If a player would draw a card, they reveal it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws a card.
Corrupted — {2}{B}: Return this card from your graveyard to the battlefield tapped. You lose 1 life. Activate only if an opponent has three or more poison counters.
Whenever a player casts their commander or attacks with their commander, they may say "Only one may stand." If they do, that commander becomes a Knight in addition to its other types until a player planeswalks away from Game Knights Live. Knights you control have double strike and trample. Whenever chaos ensues, commanders you control can't be blocked this turn and gain "Whenever this creature deals combat damage to a player, draw a card" until end of turn.
Starting intensity 2 Conjure X cards named Colossal Dreadmaw onto the battlefield, where X is this spell's intensity. All Chorus cards you own intensify by 1.
This creature gets +2/+2 as long as there are three or more land cards in your graveyard. {2}, {T}, Sacrifice a land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Exile X target artifacts and/or creatures. Return the exiled cards to the battlefield under their owners' control at the beginning of the next end step.
"Peter? Is that you? I could have sworn I heard that boy moving around up here." —Aunt May