As Frontier Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of each of your main phases, add GG to your mana pool. • Dragons — Whenever a creature with flying enters the battlefield under your control, you may have it fight target creature you don't control.
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.) Return all legendary permanent cards from your graveyard to the battlefield.
When Necromancer’s Covenant enters, exile all creature cards from target player’s graveyard, then create a 2/2 black Zombie creature token for each card exiled this way. Zombies you control have lifelink.
Whenever an opponent casts a spell, you may exchange control of Perplexing Chimera and that spell. If you do, you may choose new targets for the spell. (If the spell becomes a permanent, you control that permanent.)
Equipped creature has "2, T This creature deals 1 damage to target creature or player" and "Whenever a creature is put into a graveyard from play, untap this creature." Whenever a Shaman creature comes into play, you may attach Thornbite Staff to it. Equip 4
When Murderous Redcap comes into play, it deals damage equal to its power to target creature or player. Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)
Other Goblin creatures you control attack each combat if able. At the beginning of combat on your turn, create a 1/1 red Goblin creature token with haste. Whenever Goblin Rabblemaster attacks, it gets +1/+0 until end of turn for each other attacking Goblin.
Indestructible Whenever Brash Taunter is dealt damage, it deals that much damage to target opponent. {2}{R}, {T}: Brash Taunter fights another target creature.
Flying Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) At the beginning of combat on your turn, choose up to one target creature you control. Until end of turn, that creature gets +2/+0, gains trample if it’s red, and gains vigilance if it’s white. 2/5
Choose two — • Your opponents can’t gain life this turn. • Atarka’s Command deals 3 damage to each opponent. • You may put a land card from your hand onto the battlefield. • Creatures you control get +1/+1 and gain reach until end of turn.
Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.
Counter target spell unless its controller discards their hand. Transmute {1}{U}{B} ({1}{U}{B}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
{2}, {T}, Sacrifice Expedition Map: Search your library for a land card, reveal it, put it into your hand, then shuffle.
Etrata, the Silencer can’t be blocked. Whenever Etrata deals combat damage to a player, exile target creature that player controls and put a hit counter on that card. That player loses the game if they own three or more exiled cards with hit counters on them. Etrata’s owner shuffles Etrata into their library. 3/5