Legendary Creature — Merfolk Shaman (1/1)
Tuvasa the Sunlit gets +1/+1 for each enchantment you control.
Whenever you cast your first enchantment spell each turn, draw a card.
Creature — Human Warlock (3/4)
When Twisted Sewer-Witch enters, create a 1/1 black Rat creature token with "This creature can't block." Then for each Rat you control, create a Wicked Role token attached to that Rat. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this Aura is put into a graveyard, each opponent loses 1 life.)
Enchantment — Aura
Enchant creature
When Vampirism enters, draw a card at the beginning of the next turn's upkeep.
Enchanted creature gets +1/+1 for each other creature you control.
Other creatures you control get -1/-1.
Sorcery
Each creature you control gains vigilance, trample, and melee until end of turn. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
At the beginning of the next main phase this turn, draw a card for each player who was dealt combat damage this turn.
Creature — Vampire Warrior (1/1)
Voldaren Stinger has first strike as long as it's attacking.
: Voldaren Stinger gets +2/+0 until end of turn.
Creature — Human Berserker (2/4)
Rampage 3 (Whenever this creature becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.)
Creature — Lizard (7/7)
Trample
Whenever Aetherwind Basker enters or attacks, you get (an energy counter) for each creature you control.
Pay : Aetherwind Basker gets +1/+1 until end of turn.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 for each other creature on the battlefield that shares a creature type with it.
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 for each other enchantment on the battlefield.
Enchantment — Aura
Enchant creature
Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.
When enchanted creature dies, return Angelic Destiny to its owner's hand.
Enchantment
When Arterial Alchemy enters, create a Blood token for each opponent you have. (It's an artifact with ", , Discard a card, Sacrifice this artifact: Draw a card.")
Blood tokens you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip .
Creature — Human Samurai (4/3)
Haste
Whenever a Samurai or Warrior you control attacks alone, it gets +1/+0 until end of turn for each Samurai or Warrior you control.
Artifact — Equipment
Equipped creature gets +1/+1 for each charge counter on Banshee's Blade.
Whenever equipped creature deals combat damage, put a charge counter on Banshee's Blade.
Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
Artifact — Equipment
Equipped creature gets +1/+1 for each Dwarf, Equipment, and/or Vehicle you control.
Equip
Enchantment — Saga // Enchantment Creature — Spirit (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I — Creatures you don't control get -2/-0 until your next turn.
II — If you have one or fewer cards in hand, draw four cards. Otherwise, scry 2, then draw two cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Vision of the Unspeakable
Flying, trample
Vision of the Unspeakable gets +1/+1 for each card in your hand.
Creature — Human Knight (2/2)
Benalish Honor Guard gets +1/+0 for each legendary creature you control.
Legendary Artifact — Equipment
Equipped creature gets +1/+1 for each land you control.
Equip legendary creature
Equip
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 for each of its colors.
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