Choose one — • Target creature get -3/-3 until end of turn. • Remove three loyalty counters from target planeswalker. If you weren't the starting player, you gain 3 life.
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
The person who finishes a journey is rarely the same as the one who starts it.
Whenever another nontoken creature enters the battlefield under your control, investigate. {T}, Sacrifice X Clues: Target opponent reveals the top X cards of their library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield under your control. That player puts the rest on the bottom of their library in a random order.
Enchant land When Loose in the Park enters the battlefield, draw a card, then draft a card from Loose in the Park's spellbook and exile it. {3}: Enchanted land becomes a copy of the exiled card until end of turn and gains haste. It's still a land.
When Lord Skitter's Blessing enters the battlefield, create a Wicked Role token attached to target creature you control. At the beginning of your draw step, if you control an enchanted creature, you lose 1 life and you draw an additional card.
(Color indicator: Lord of the Ulvenwald is red and green)
Other Wolves and Werewolves you control get +1/+1. Whenever Lord of the Ulvenwald attacks, add {R} or {G}. Until end of turn, you don't lose this mana as steps and phases end. Nightbound
Magecraft — Whenever you cast or copy an instant or sorcery spell, until end of turn, Spirit creatures you control gain "{T}: This creature deals 1 damage to each opponent."
Ancient footfalls echo in her head, their timeless rhythm guiding the present.
At the beginning of your end step, mill a card. If a land card was milled this way, you gain 1 life. Otherwise, Lorehold Excavation deals 1 damage to each opponent. {5}, Exile a creature card from your graveyard: Create a tapped 3/2 red and white Spirit creature token.
Whenever you scry, put a verse counter on Lost Isle Calling. {4}{U}{U}, Exile Lost Isle Calling: Draw a card for each verse counter on Lost Isle Calling. If it had seven or more verse counters on it, take an extra turn after this one. Activate only as a sorcery.
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. Its controller may exile three cards from their graveyard for that player to ignore this effect until end of turn.
Flash When Lost in the Maze enters the battlefield, tap X target creatures. Put a stun counter on each of those creatures you don't control. Tapped creatures you control have hexproof.