Flash Creature cards you own that aren’t on the battlefield have flash. Each opponent can cast spells only any time they could cast a sorcery. 3/4
{U}{U}, Sacrifice a Wizard: Counter target spell. Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) 2/1
Enchant player At the beginning of enchanted player’s first upkeep each turn, that player gets an additional upkeep step after this step.
Whenever you’re dealt damage, you may create that many 1/1 white Soldier creature tokens. 3/3
Defender, flying Cumulative upkeep—An opponent gains 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) 1/8
Flying When Reiver Demon enters, if you cast it from your hand, destroy all nonartifact, nonblack creatures. They can’t be regenerated. 6/6
Flash At the beginning of each player’s draw step, that player draws an additional card.
Trample Whenever Grim Flayer deals combat damage to a player, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Delirium — Grim Flayer gets +2/+2 as long as there are four or more card types among cards in your graveyard. 2/2
Svyelun of Sea and Sky has indestructible as long as you control at least two other Merfolk. Whenever Svyelun attacks, draw a card. Other Merfolk you control have ward {1}. (Whenever another Merfolk you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) 3/4
Flash Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) 2/2
Whenever a Goblin you control is put into a graveyard from the battlefield, you may put a +1/+1 counter on Knucklebone Witch. 1/1