Flying Whenever a player attacks one of your opponents, if that opponent has more life than another of your opponents, that attacking player draws a card and you put two +1/+1 counters on a creature you control.
Trample When this creature enters, put a +1/+1 counter on each other Ally creature you control. Whenever another Ally you control enters, put a +1/+1 counter on this creature.
Menace Whenever a creature you control with menace becomes blocked, defending player sacrifices a creature of their choice that's blocking it. {B}{R}: Creatures you control with menace get +1/+0 until end of turn.
Trample Delirium — At the beginning of your upkeep, if there are four or more card types among cards in your graveyard, put three +1/+1 counters on this creature.
Being engulfed is just the beginning of the nightmare.
This spell costs {2} less to cast during your end step. Destroy target creature or planeswalker you don't control. Put a +1/+1 counter on up to one target creature you control.
Choose one — • Destroy target nonbasic land. • Create three 1/1 green Saproling creature tokens. • Prevent all damage a source of your choice would deal this turn.
Job select At the beginning of your end step, put a soul counter on this Equipment for each player who lost life this turn. Equipped creature gets +1/+1 for each soul counter on this Equipment and is an Assassin in addition to its other types. Death Sickle — Equip {2}
When Mjölnir enters, attach it to target legendary creature you control. Whenever equipped creature attacks, tap target creature defending player controls and put a stun counter on it. Then Mjölnir deals damage to each opponent equal to the number of tapped creatures that opponent controls. Equip {4}
"In this new world, I have seen the once-devout rhoxes take up arms with the savages of Jund. I would be offended, but I see the wisdom in their choice." —Gernan, Dawnray archer