Landfall — Whenever a land enters the battlefield under your control, you gain 1 life. {2}{G}: Level 2 You may play an additional land on each of your turns. {4}{G}: Level 3 When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
[+1]: Venture into the dungeon. [–2]: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order. [–7]: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
Trample, haste Whenever Froghemoth deals combat damage to a player, exile up to that many target cards from their graveyard. Put a +1/+1 counter on Froghemoth for each creature card exiled this way. You gain 1 life for each noncreature card exiled this way.
Pack tactics — Whenever Gnoll Hunter attacks, if you attacked with creatures with total power 6 or greater this combat, put a +1/+1 counter on Gnoll Hunter.
Yipping and cackling, the hunters tore through the village, leaving nothing but snapped bones and burning homes in their wake.
Flying Poison Breath — When Green Dragon enters the battlefield, until end of turn, whenever a creature an opponent controls is dealt damage, destroy it.
Green dragons take special pleasure in corrupting the good-hearted.
This spell costs {3} less to cast if it targets a blue permanent you don't control. This spell can't be countered. Target creature you control gets +1/+1 until end of turn. Then it deals damage equal to its power to target creature or planeswalker you don't control.
When Inspiring Bard enters the battlefield, choose one — • Bardic Inspiration — Target creature gets +2/+2 until end of turn. • Song of Rest — You gain 3 life.
"Wake up, my friends! There are deeds to be done and treasures to be won!"
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards. {3}{G}, {T}: Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
Reach Pack tactics — Whenever Intrepid Outlander attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon.
{3}{G}: Roll a d20. Activate only if Loathsome Troll is in your graveyard. 1—9 | Put Loathsome Troll on top of your library. 10—19 | Return Loathsome Troll to your hand. 20 | Return Loathsome Troll to the battlefield tapped.
Return X target cards with different mana values from your graveyard to your hand. If eight or more cards were returned to your hand this way, your life total becomes equal to your starting life total. Exile Long Rest.
Trample Ochre Jelly enters the battlefield with X +1/+1 counters on it. Split — When Ochre Jelly dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters the battlefield with half that many +1/+1 counters on it, rounded down.
The dragon's noxious breath withered the forest. The whistle of a hundred arrows filled the air. The ground roiled as if shaken by an earthquake. The tyrant fell from the sky.
When Prosperous Innkeeper enters the battlefield, create a Treasure token. Whenever another creature enters the battlefield under your control, you gain 1 life.
When Ranger Class enters the battlefield, create a 2/2 green Wolf creature token. {1}{G}: Level 2 Whenever you attack, put a +1/+1 counter on target attacking creature. {3}{G}: Level 3 You may look at the top card of your library any time. You may cast creature spells from the top of your library.