Trample Indestructible If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
Indestructible Darksteel Juggernaut's power and toughness are each equal to the number of artifacts you control. This creature attacks each combat if able.
One part unstoppable force, one part immovable object.
Indestructible At the beginning of your upkeep, you may put a charge counter on this artifact. When this artifact has twenty or more charge counters on it, you win the game.
Whenever this creature or another nontoken Phyrexian you control enters, create X 3/3 colorless Phyrexian Golem artifact creature tokens, where X is the number of opponents you have. Golems you control have indestructible.
Thought to have been built by the Nymian civilization, which thrived in the area some fifteen centuries ago, the palace appears to have been dedicated to their patron deity, Oschon, the Wanderer.
{W}: The next 1 damage that would be dealt to target white creature this turn is dealt to Daughter of Autumn instead.
"Those who say that Serra is dead have never met the Autumn Willow's daughters. They are as kind and as generous as Serra would wish us to be." —Gulsen, Abbey Matron
Dauntless Dourbark's power and toughness are each equal to the number of Forests you control plus the number of Treefolk you control. This creature has trample as long as you control another Treefolk.
Shadow If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it. {T}, Sacrifice this creature: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
This spell costs {2} less to cast if an Elf died this turn or a Soldier entered this turn. Whenever this Vehicle enters or attacks, target opponent creates a Carnival of Souls token. Crew 2
At the beginning of your upkeep, you lose 1 life. At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step.
Gift a card You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Flying At the beginning of your end step, choose a creature card in an opponent's graveyard, then that player chooses a creature card in your graveyard. You may return those cards to the battlefield under their owners' control.