I — Victory of the Pyrohammer deals 4 damage to each creature and each planeswalker. Victory of the Pyrohammer gains "Damage isn't removed from creatures during cleanup steps." II, III — Victory of the Pyrohammer deals 1 damage to each creature and each planeswalker.
Freerunning {2}{G} Search your library for up to three basic land cards and reveal them. Put two of them onto the battlefield tapped and the other into your hand, then shuffle.
Choose a card type, then reveal the top four cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest into your graveyard.
Threshold — As long as seven or more cards are in your graveyard, Vigilant Sentry gets +1/+1 and has "{T}: Target attacking or blocking creature gets +3/+3 until end of turn."
Trample If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way. When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
Return target creature card from your graveyard to the battlefield. If {G} was spent to cast this spell, that creature enters with an additional +1/+1 counter on it.
After fear and weakness rot away, that which remains is stronger than its living form.
Lands you control enter the battlefield untapped. At the beginning of your end step, the topmost land card in your library perpetually gains "Whenever this land is tapped for mana, add an additional {G}."
Undergrowth — When Vigorspore Wurm enters, target creature gains vigilance and gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. Vigorspore Wurm can't be blocked by more than one creature.
Other outlaws you control have vigilance and haste. At the beginning of combat on your turn, you may have Treasures you control become 3/3 Construct Assassin artifact creatures in addition to their other types until end of turn.
Training {4}{R}, {Q}, Discard a card: Vikya, Scorching Stalwart deals damage equal to its power to any target. If excess damage was dealt to a creature this way, draw a card.
Whenever a Werewolf you control enters, you may transform it. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Vildin-Pack Alpha.