Defender Whenever you cast an instant or sorcery spell, put a number of ember counters on this creature equal to the amount of mana spent to cast that spell. Then if this creature has seven or more ember counters on it, remove them and transform this creature.
Mutate {2}{B/R}{W}{W} Double strike Whenever this creature mutates, it deals 4 damage to target creature or planeswalker an opponent controls and you gain 4 life.
Trample This creature enters with seven +1/+1 counters on it. Whenever this creature deals damage, you gain that much life. If damage would be dealt to this creature, prevent that damage. Remove a +1/+1 counter from this creature.
Flying {3}{W}, Sacrifice another artifact: This creature assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
{B}, {T}: Choose target opponent who has at least two fewer creature cards in their graveyard than you do as you activate this ability. Destroy target nonblack creature that player controls.
Enchant creature you control When this Aura enters, it deals 4 damage to target creature or planeswalker an opponent controls. Enchanted creature gets +1/+1.
The blessing is not the strength itself, but the knowledge of how to use it.
Chandra's Defeat deals 5 damage to target red creature or red planeswalker. If that permanent is a Chandra planeswalker, you may discard a card. If you do, draw a card.
"Fire? Is that your only trick, Chandra?" —Nicol Bolas
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller creates a 1/1 white Spirit creature token with flying.
Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {2}
Haste Whenever this creature attacks, exile the top card of your library face down. {R}, Discard your hand, Sacrifice this creature: Put all cards exiled with this creature into their owners' hands.
{TK}{TK} — When this permanent leaves the battlefield, target player discards a card. {TK}{TK}{TK}{TK}{TK} — When this permanent leaves the battlefield, create five 1/1 white Clown Robot artifact creature tokens. {TK}{TK} — 3/3 {TK}{TK}{TK}{TK} — 6/5
Choose one — • The owner of target nonland permanent puts it on their choice of the top or bottom of their library. • Counter target noncreature spell.
Since the reestablishment of Highspire Monastery, its favored fighting styles have also resurged in popularity.