When this Vehicle enters, add four mana of any one color. Spend this mana only to activate abilities. Exhaust — {X}{2}{R}: This Vehicle deals X damage to any target. Put a +1/+1 counter on this Vehicle. Crew 2
Trample Each other Vehicle and creature you control enters with an additional +1/+1 counter on it if its mana value is 4 or less. Otherwise, it enters with three additional +1/+1 counters on it. Crew 3
Whenever this creature attacks while saddled, put a +1/+1 counter on target creature. Sacrifice this creature: Creatures you control with counters on them gain hexproof and indestructible until end of turn. Saddle 1
Bloodghast can't block. Bloodghast has haste as long as an opponent has 10 or less life. Landfall — Whenever a land you control enters, you may return Bloodghast from your graveyard to the battlefield.
Exhaust — {R}: Other creatures you control gain haste until end of turn. Put a +1/+1 counter on this creature. Exhaust — {3}{R}: Create a 4/4 red Dinosaur Dragon creature token with flying.
Trample Cycling {2}{G} When you cycle this card, put two +1/+1 counters on up to one target creature or Vehicle. It gains trample and indestructible until end of turn.
This creature enters with a +1/+1 counter on it. {1}{G}, Remove two +1/+1 counters from this creature: Destroy target artifact. Whenever this creature attacks while saddled, put a +1/+1 counter on it. Saddle 1
Indestructible, haste Start your engines! {1}, {T}: Target creature with power 2 or less can't be blocked this turn. Hazoret can't attack or block unless you have max speed.
First strike, trample When this creature enters, you may search your library for up to two artifact, creature, and/or enchantment cards with mana value 1 or less, reveal them, put them into your hand, then shuffle.
Menace, lifelink, indestructible Ketramose can't attack or block unless there are seven or more cards in exile. Whenever one or more cards are put into exile from graveyards and/or the battlefield during your turn, you draw a card and lose 1 life.
Lifelink, ward {1} When this creature enters, look at target player's hand. You may choose a card from it. If you do, that player discards that card, then draws a card.
Vigilance, menace When this creature enters, other creatures you control get +2/+2 and gain vigilance and menace until end of turn. Damage can't be prevented this turn.
Reach, trample, indestructible Sab-Sunen can't attack or block unless it has an even number of counters on it. At the beginning of your first main phase, put a +1/+1 counter on Sab-Sunen. Then if it has an odd number of counters on it, draw two cards.