Whenever Spiritmonger deals damage to a creature, put a +1/+1 counter on Spiritmonger. {B}: Regenerate Spiritmonger. {G}: Spiritmonger becomes the color of your choice until end of turn. 6/6
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, you may draw a card. 2/2
At the beginning of your end step, target opponent gains control of Jinxed Choker and puts a charge counter on it. At the beginning of your upkeep, Jinxed Choker deals damage to you equal to the number of charge counters on it. {3}: Put a charge counter on Jinxed Choker or remove one from it.
Equipped creature gets +1/+2 and has “{T}: Destroy target Equipment.” Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Exile all creature cards from all graveyards. You gain 1 life for each card exiled this way.
Protection from red Whenever a player casts a red spell, you may gain 1 life. 2/2
When Eternal Witness enters, you may return target card from your graveyard to your hand. She remembers every word spoken, from the hero’s oath to the baby’s cry. 2/1
Flying Each other Rogue creature you control enters with an additional +1/+1 counter on it. Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card. 1/1
Swampwalk (This creature can’t be blocked as long as defending player controls a Swamp.) Cycling—Pay 2 life. (Pay 2 life, Discard this card: Draw a card.) 3/4
Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard. Draw a card.
Flying Whenever you cast a noncreature spell, create a 1/1 white Spirit creature token with flying. Sacrifice a Spirit: Add {R}. 3/3
As Ixidron enters, turn all other nontoken creatures face down. (They’re 2/2 creatures.) Ixidron’s power and toughness are each equal to the number of face-down creatures on the battlefield. */*