Creature — Rat Rogue (1/3)
Vigilance
Azure Beastbinder can't be blocked by creatures with power 2 or greater.
Whenever Azure Beastbinder attacks, up to one target artifact, creature, or planeswalker an opponent controls loses all abilities until your next turn. If it's a creature, it also has base power and toughness 2/2 until your next turn.
Enchantment Creature — Horror (2/5)
Whenever Clammy Prowler attacks, another target attacking creature can't be blocked this turn.
Enchantment Creature — Nightmare (5/5)
Whenever Fear of the Dark attacks, if defending player controls no Glimmer creatures, it gains menace and deathtouch until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Legendary Creature — Beast Mount (2/4)
When Fortune, Loyal Steed enters, scry 2.
Whenever Fortune attacks while saddled, at end of combat, exile it and up to one creature that saddled it this turn, then return those cards to the battlefield under their owner's control.
Saddle 1
Creature — Mutant (2/2)
Delirium — Whenever Hand That Feeds attacks while there are four or more card types among cards in your graveyard, it gets +2/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Creature — Porcupine Mount (4/3)
Whenever Quilled Charger attacks while saddled, it gets +1/+2 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Creature — Cat Beast Mount (3/1)
Whenever Trained Arynx attacks while saddled, it gains first strike until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Legendary Creature — Otter Rogue (3/3)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Other creatures you control have prowess. (If a creature has multiple instances of prowess, each triggers separately.)
Whenever you cast a noncreature spell, target creature you control can't be blocked this turn.
Creature — Human Warrior (4/3)
Menace (This creature can't be blocked except by two or more creatures.)
, Sacrifice another creature or enchantment: Exile the top card of your library. You may play it this turn.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
Whenever a creature you control enters, surveil 1.
: Level 2
Whenever you attack, target attacking creature with power 3 or less can't be blocked this turn.
: Level 3
Whenever a creature you control deals combat damage to a player, you may exile it, then return it to the battlefield under its owner's control.
Enchantment — Aura
Enchant player
Enchanted player can't gain life.
Whenever enchanted player is dealt damage, they lose half their life, rounded up.
Creature — Gremlin (2/2)
Menace (This creature can't be blocked except by two or more creatures.)
Whenever another creature you control with power 2 or less enters, you may discard a card. If you do, draw a card. Do this only once each turn.
Creature — Frog Scout (2/3)
Ward
Other Frogs you control have ward .
When Long River Lurker enters, target creature you control can't be blocked this turn. Whenever that creature deals combat damage this turn, you may exile it. If you do, return it to the battlefield under its owner's control.
Legendary Creature — Human Wizard (3/4)
When Niko, Light of Hope enters, create two Shard tokens. (They're enchantments with ", Sacrifice this enchantment: Scry 1, then draw a card.")
, : Exile target nonlegendary creature you control. Shards you control become copies of it until the beginning of the next end step. Return it to the battlefield under its owner's control at the beginning of the next end step.
Legendary Creature — Human Coward (2/1)
Norin, Swift Survivalist can't block.
Whenever a creature you control becomes blocked, you may exile it. You may play that card from exile this turn.
Enchantment Creature — Horror (1/1)
Silent Hallcreeper can't be blocked.
Whenever Silent Hallcreeper deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on Silent Hallcreeper.
• Draw a card.
• Silent Hallcreeper becomes a copy of another target creature you control.
Enchantment — Aura
Enchant creature
Enchanted creature loses all abilities and is a Toy artifact creature with base power and toughness 0/2 in addition to its other types.
As long as enchanted creature is face down, it can't be turned face up.
Enchantment — Aura
Enchant creature
When War Squeak enters, target creature an opponent controls can't block this turn.
Enchanted creature gets +1/+1 and has haste.
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