Flying, double strike At the beginning of combat on your turn, you may choose two. Each mode must target a different player. • Target player creates a 2/1 white and black Inkling creature token with flying. • Target player draws a card and loses 1 life. • Target player puts a +1/+1 counter on each creature they control. 2/5
+1: Untap two target lands. −1: Create a 3/3 green Beast creature token. −4: Creatures you control get +3/+3 and gain trample until end of turn. Loyalty: 3
Whenever Cephalid Illusionist becomes the target of a spell or ability, mill three cards. {2}{U}, {T}: Prevent all combat damage that would be dealt to and dealt by target creature you control this turn. 1/1
Whenever one or more other creatures you control leave the battlefield without dying, draw a card. {1}{U}, {T}: Return another target creature you control to its owner’s hand. 1/3
Enchant creature Enchanted creature can attack as though it had haste. {0}: Untap enchanted creature. Activate only during your turn and only once each turn.
Search your library for a permanent card with mana value X or less, put it onto the battlefield, then shuffle.
0: Create two 2/2 black and green Wolf creature tokens with “When this creature dies, put a loyalty counter on each Garruk you control.” −3: Destroy target creature. Draw a card. −6: You get an emblem with “Creatures you control get +3/+3 and have trample.” Loyalty: 5
End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and “this turn” and “until end of turn” effects end.)
Flying Whenever you cast a spell during an opponent’s turn, you may return target creature you control to its owner’s hand. 1/3
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.