Hell to Pay deals X damage to target creature. Create a number of tapped Treasure tokens equal to the amount of excess damage dealt to that creature this way.
Flash Flying Whenever Malcolm, Alluring Scoundrel deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost. 2/1
When Eternal Witness enters, you may return target card from your graveyard to your hand. 2/1
At the beginning of each player’s upkeep, Power Surge deals X damage to that player, where X is the number of untapped lands they controlled at the beginning of this turn.
{T}, Exile an Assassin card from your graveyard: Destroy target creature. 2/2
This spell costs {2} less to cast for each card you’ve cycled or discarded this turn. Cycling {2} ({2}, Discard this card: Draw a card.) 4/4
{T}, Sacrifice a creature: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) 4/3
Vigilance {T}: Add an amount of {G} equal to the greatest power among creatures you control. Sacrifice Bighorner Rancher: You gain life equal to the greatest toughness among other creatures you control. 2/5
First strike, trample Whenever Sardian Avenger attacks, it gets +X/+0 until end of turn, where X is the number of artifacts your opponents control. Whenever an artifact an opponent controls is put into a graveyard from the battlefield, Sardian Avenger deals 1 damage to that player. 1/1
Domain — Territorial Kavu’s power and toughness are each equal to the number of basic land types among lands you control. Whenever Territorial Kavu attacks, choose one — • Discard a card. If you do, draw a card. • Exile up to one target card from a graveyard. */*
Each creature assigns combat damage equal to its toughness rather than its power. 0/5
As an additional cost to cast this spell, sacrifice a land. Search your library for a land card, put that card onto the battlefield, then shuffle.
Target spell or permanent becomes white. (Mana symbols on that permanent remain unchanged.)
{1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
You have hexproof. (You can’t be the target of spells or abilities your opponents control.) 2/1