State-based actions don't apply to you or other permanents you control. (You don't lose the game due to having 0 or less life or drawing from an empty library. Your creatures aren't destroyed due to damage or deathtouch and aren't put into a graveyard due to having 0 or less toughness. Your planeswalkers aren't put into a graveyard if they have 0 loyalty. You don't put a legendary permanent into a graveyard if you control two with the same name. Counters aren't removed from your permanents due to game rules. Permanents you control attached or combined illegally remain on the battlefield. For complete rules and regulations, see rule 704.)
Menace Whenever Rulik Mons, Warren Chief attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you didn't put a card onto the battlefield this way, create a 1/1 red Goblin creature token.
In the dim light beneath the vast trees of Deepglade, baloths prowl in search of prey. Their guttural calls are more felt than heard, but their attack scream carries for miles.
When Rumbling Ruin enters the battlefield, count the number of +1/+1 counters on creatures you control. Creatures your opponents control with power less than or equal to that number can't block this turn.
At the beginning of your upkeep, Rumbling Slum deals 1 damage to each player.
The Orzhov contract the Izzet to animate slum districts and banish them to the wastes. The Gruul adopt them and send them back to the city for vengeance.
Alliance — Whenever another creature enters the battlefield under your control, scry 1. If this is the second time this ability has resolved this turn, draw a card instead.
"It's delightful, the things their owners reveal when they think no one is listening."
Choose one or both — • The owner of target nonland permanent puts it on the top or bottom of their library. • Return target nonland permanent to its owner's hand.
"Which one of you slug-brained milksops forgot to make an offering to Cosima?" —Jolkur, navigator
One or two target creatures each gain haste until end of turn. They can't be blocked this turn except by creatures with haste. Escape — {2}{U}{R}, Exile four other cards from your graveyard.
Whenever you cast a red spell, if Runaway Steam-Kin has fewer than three +1/+1 counters on it, put a +1/+1 counter on Runaway Steam-Kin. Remove three +1/+1 counters from Runaway Steam-Kin: Add {R}{R}{R}.