Flying When Puppeteer Clique enters, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it. Persist
As Sewer Nemesis enters, choose a player. Sewer Nemesis's power and toughness are each equal to the number of cards in the chosen player's graveyard. Whenever the chosen player casts a spell, that player mills a card.
This spell costs {1} less to cast for each creature in your party. Return target creature card and up to one target Cleric, Rogue, Warrior, or Wizard creature card from your graveyard to the battlefield.
When Woe Strider enters, create a 0/1 white Goat creature token. Sacrifice another creature: Scry 1. Escape — {3}{B}{B}, Exile four other cards from your graveyard. Woe Strider escapes with two +1/+1 counters on it.
At the beginning of your end step, each player may put two +1/+1 counters on a creature they control. Goad each creature that had counters put on it this way.
I — Gain control of target creature for as long as The Akroan War remains on the battlefield. II — Until your next turn, creatures your opponents control attack each combat if able. III — Each tapped creature deals damage to itself equal to its power.
Indestructible Whenever Brash Taunter is dealt damage, it deals that much damage to target opponent. {2}{R}, {T}: Brash Taunter fights another target creature.
Flying, haste Chaos Dragon attacks each combat if able. At the beginning of combat on your turn, each player rolls a d20. If one or more opponents had the highest result, Chaos Dragon can't attack those players or planeswalkers they control this combat.
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
First strike When Dire Fleet Daredevil enters, exile target instant or sorcery card from an opponent's graveyard. You may cast it this turn, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead.
Flying Whenever Dream Pillager deals combat damage to a player, exile that many cards from the top of your library. Until end of turn, you may cast spells from among those exiled cards.
Its wings shimmer with dreams absorbed from its enemies.