Flash Flying You may cast historic spells as though they had flash. (Artifacts, legendaries, and Sagas are historic.)
Flying, first strike Whenever an Aura or Equipment you control is put into a graveyard from the battlefield, you may return that card to its owner's hand at the beginning of the next end step.
Enrage — Whenever Siegehorn Ceratops is dealt damage, put two +1/+1 counters on it. (It must survive the damage to get the counters.)
Vigilance Faeburrow Elder gets +1/+1 for each color among permanents you control. T: For each color among permanents you control, add one mana of that color.
Destroy target creature with converted mana cost 3 or less. It can't be regenerated.
When Woe Strider enters the battlefield, create a 0/1 white Goat creature token. Sacrifice another creature: Scry 1. Escape—3BB, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) Woe Strider escapes with two +1/+1 counters on it.
This spell costs 1 less to cast for each Knight you control. Creatures you control get +1/+1. Whenever you cast a legendary spell, create a 2/2 white Knight creature token with vigilance. 3W, T: Create a 2/2 white Knight creature token with vigilance.
When Whirler Virtuoso enters the battlefield, you get EEE (three energy counters). Pay EEE: Create a 1/1 colorless Thopter artifact creature token with flying.
Flying Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
Defender At the beginning of your upkeep, put a spore counter on Thallid Shell-Dweller. Remove three spore counters from Thallid Shell-Dweller: Create a 1/1 green Saproling creature token.
Rivendell enters the battlefield tapped unless you control a legendary creature. T: Add U. 1U, T: Scry 2. Activate only if you control a legendary creature.
Creatures you control get +10/+10 and gain vigilance until end of turn.
For each player, you choose from among permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.
Instant and sorcery spells you cast cost 1 less to cast. Whenever you cast an instant or sorcery spell, draw a card.