As Engineered Plague enters, choose a creature type. All creatures of the chosen type get -1/-1.
Flying You have no maximum hand size. Whenever a creature token you control deals combat damage to a player, draw a card. 3/3
Level up {1} ({1}: Put a level counter on this. Level up only as a sorcery.) LEVEL 6-11 6/6 Lifelink LEVEL 12+ 9/9 Lifelink, indestructible 3/3
Enchant creature Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types. When enchanted creature dies, return Angelic Destiny to its owner’s hand.
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad, the Grim deals 1 damage to each opponent. {1}{B}: Each player mills a card. (They each put the top card of their library into their graveyard.) 5/4
When Flamekin Harbinger enters, you may search your library for an Elemental card, reveal it, then shuffle and put that card on top. 1/1
{T}: Add {C}{C}. The myr are like the Glimmervoid: blank canvases on which to build grand creations. 2/2
As an additional cost to cast this spell, discard a card. Draw two cards and create two Treasure tokens. (They’re artifacts with “{T}, Sacrifice this artifact: Add one mana of any color.”)
Flying Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control. Cycling {2} ({2}, Discard this card: Draw a card.) 5/4
As Patchwork Banner enters, choose a creature type. Creatures you control of the chosen type get +1/+1. {T}: Add one mana of any color.
Trample Madness {2}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) 4/4
Shroud (This creature can’t be the target of spells or abilities.) Vanishing 4 (This creature enters with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) 5/5
Search your library for a white card, a blue card, a black card, a red card, and a green card. Reveal those cards, put them into your hand, then shuffle.
Whenever you cast a green creature spell, you may search your library for a creature card, reveal it, then shuffle and put that card on top. Whenever you cast a blue creature spell, reveal the top card of your library. If it’s a creature card, put that card into your hand. 2/2