Choose one — • Sacrifice any number of creatures. You gain 3 life for each creature sacrificed this way. • Pay any amount of life, then look at that many cards from the top of your library. Put one of those cards into your hand and exile the rest. Entwine {B} (Choose both if you pay the entwine cost.)
Draw a card for each creature you control. Ferocious — You gain 4 life for each creature you control with power 4 or greater.
Enchant creature At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
When Selkie Hedge-Mage enters, if you control two or more Forests, you may gain 3 life. When Selkie Hedge-Mage enters, if you control two or more Islands, you may return target tapped creature to its owner’s hand. 2/2
{1}, {T}: Add two mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons. {R}, {T}, Sacrifice Orb of Dragonkind: Look at the top seven cards of your library. You may reveal a Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on that permanent instead. {T}: Add X mana of any one color, where X is Kami of Whispered Hopes’s power. 1/1
When Annie Joins Up enters, it deals 5 damage to target creature or planeswalker an opponent controls. If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time.
Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
Enchant creature When Kenrith’s Transformation enters, draw a card. Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)
Choose one — • Destroy target creature with no counters on it. • Remove up to three counters from target creature.
Return target creature to its owner’s hand. You create a token that’s a copy of that creature.
Overbeing of Myth’s power and toughness are each equal to the number of cards in your hand. At the beginning of your draw step, draw an additional card.