Vigilance When Highcliff Felidar enters, for each opponent, choose a creature with the greatest power among creatures that player controls. Destroy those creatures.
Once the felidar has marked you as prey, there's no point in running.
Flying Whenever another nontoken Dragon you control enters, create a 5/5 red Dragon creature token with flying. {1}{R}: Dragons you control get +1/+0 until end of turn.
When Goblin Goliath enters, create a number of 1/1 red Goblin creature tokens equal to the number of opponents you have. {3}{R}, {T}: If a source you control would deal damage to an opponent this turn, it deals double that damage to that player instead.
Whenever you cast a spell, you may put two +1/+1 counters on Witch-Maw Nephilim. Whenever Witch-Maw Nephilim attacks, it gains trample until end of turn if its power is 10 or greater.
When it awoke, it shattered the hillsides to make way for its passage.
"The call came, spell-borne through mortar and stone to the ear of every soldier. The call came, and the advantage was ours." —Lodusz, captain of the watch
Exile each creature you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
"I watched its blade swing through me, but I was hollow, empty. I saw its face contort in rage but could not hear it snarl." —Klattic, Boros legionnaire