Equipped creature gets +1/+1 for each color among permanents you control. As long as Conqueror's Flail is attached to a creature, your opponents can't cast spells during your turn. Equip {2}
Equipped creature gets +2/+2. Whenever equipped creature dies, you may put a creature card from your hand onto the battlefield and attach Deathrender to it. Equip {2}
If you would draw a card while your library has no cards in it, you win the game instead. [+1]: Target player mills two cards. Draw a card. [–8]: Draw seven cards. Then if your library has no cards in it, you win the game.
If you would draw a card while your library has no cards in it, you win the game instead. [+1]: Target player mills two cards. Draw a card. [–8]: Draw seven cards. Then if your library has no cards in it, you win the game.
Whenever a creature dies, put a charge counter on Black Market. At the beginning of your first main phase, add {B} for each charge counter on Black Market.
Whenever a creature dies, put a charge counter on Black Market. At the beginning of your first main phase, add {B} for each charge counter on Black Market.
Whenever a blue creature you control enters, you may have target player draw a card. Whenever a black creature you control enters, you may have target player discard a card.
Whenever a blue creature you control enters, you may have target player draw a card. Whenever a black creature you control enters, you may have target player discard a card.
Ward—Pay 3 life. Whenever The Meep attacks, you may sacrifice another creature. If you do, creatures you control have base power and toughness X/X until end of turn, where X is the sacrificed creature's mana value.
Whenever The Celestial Toymaker attacks, look at the top three cards of your library. Exile any number of them in a face-down pile and the rest in a face-up pile. Defending player chooses one of those piles. Put that pile into your hand. At the beginning of each end step, each opponent loses 2 life for each spell or ability that caused one or more players to guess or to group cards or permanents into a pile this turn.
When you cast this spell, reveal the top fourteen cards of your library. Put all Doctor cards revealed this way into your graveyard and the rest on the bottom of your library in a random order. You may have The Fourteenth Doctor enter as a copy of a Doctor card in your graveyard that was put there from your library this turn. If you do, it gains haste until end of turn.
Whenever The Fifteenth Doctor enters or attacks, mill three cards. You may put an artifact card with mana value 2 or 3 from among them into your hand. The first nonartifact spell you cast each turn has improvise.
[+2]: You gain 1 life for each creature you control. [–2]: Create three 1/1 white Soldier creature tokens. [–5]: Destroy all other permanents except for lands and tokens.
[+1]: Scry 1, then draw a card. [–2]: Return target creature to its owner's hand. [–8]: You get an emblem with "Whenever an opponent casts their first spell each turn, counter that spell."