Equipped creature gets +1/+1 for each color among permanents you control. As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn. Equip {2}
Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it. Remove a +1/+1 counter from this creature: Add one mana of any color. {T}: Put a +1/+1 counter on this creature.
"Through the haze of battle I saw the glint of sun on golden mane, the sheen of glory clad in mail, and I dropped my sword and wept at the idiocy of war." —Dravin, Gruul deserter
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control. • Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
This creature enters with X +1/+1 counters on it, where X is the number of other creatures on the battlefield. {2}{W}, Remove a +1/+1 counter from this creature: Create a 1/1 white Spirit creature token with flying.
When this creature enters, bolster 2. Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
Whenever you draw a card, you may put a hoofprint counter on this enchantment. {2}{W}, Remove four hoofprint counters from this enchantment: Create a 4/4 white Elemental creature token with flying. Activate only during your turn.
Flying When this creature leaves the battlefield, return up to two target creature cards with power 2 or less from your graveyard to the battlefield. Evoke {5}{W}