Creature — Bird Ally (1/1)
Flying
Whenever Umara Raptor or another Ally you control enters, you may put a +1/+1 counter on Umara Raptor.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature gets +2/+2 and attacks each combat if able.
Creature — Elemental Dog (3/1)
Underworld Rage-Hound attacks each combat if able.
Escape—, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Underworld Rage-Hound escapes with a +1/+1 counter on it.
Creature — Goblin Scout (1/2)
Flying
Utvara Scalper attacks each combat if able.
Creature — Human Berserker (2/2)
Haste
Valley Dasher attacks each combat if able.
Artifact Creature — Construct (4/4)
Trample
Volatile Rig attacks each combat if able.
Whenever Volatile Rig is dealt damage, flip a coin. If you lose the flip, sacrifice Volatile Rig.
When Volatile Rig dies, flip a coin. If you lose the flip, it deals 4 damage to each creature and each player.
Creature — Human Werewolf // Creature — Werewolf (2/6)
Defender
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Wrathful Jailbreaker
Wrathful Jailbreaker attacks each combat if able.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Legendary Creature — Orc Warrior (7/2)
Haste
Zurgo Helmsmasher attacks each combat if able.
During your turn, Zurgo Helmsmasher has indestructible.
Whenever a creature dealt damage by Zurgo Helmsmasher this turn dies, put a +1/+1 counter on Zurgo Helmsmasher.
Legendary Creature — Cat Avatar (5/5)
Eminence — At the beginning of combat on your turn, if Arahbo, Roar of the World is in the command zone or on the battlefield, another target Cat you control gets +3/+3 until end of turn.
Whenever another Cat you control attacks, you may pay . If you do, it gains trample and gets +X/+X until end of turn, where X is its power.
Creature — Elephant Warrior (6/4)
Whenever Avalanche Tusker attacks, target creature defending player controls blocks it this combat if able.
Creature — Goblin Warrior (5/5)
Champion a Goblin (When this enters, sacrifice it unless you exile another Goblin you control. When this leaves the battlefield, that card returns to the battlefield.)
Whenever a Goblin you control deals combat damage to a player, you may create a 1/1 black Goblin Rogue creature token.
Creature — Human Soldier (1/1)
Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
: Prevent all combat damage that would be dealt to and dealt by Deftblade Elite this turn.
Legendary Creature — Human Noble Soldier (5/5)
At the beginning of combat on your turn, another target creature you control gains haste and myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Legendary Creature — Human Knight (4/4)
Whenever Ellivere of the Wild Court enters or attacks, create a Virtuous Role token attached to another target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 for each enchantment you control.)
Whenever an enchanted creature you control deals combat damage to a player, draw a card.
Creature — Wolf (5/3)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
At the beginning of combat on your turn, another target creature you control gains melee until end of turn. (If a creature has multiple instances of melee, each triggers separately.)
Enchantment — Aura
Enchant creature
Whenever enchanted creature attacks and isn't blocked, its controller may have it deal damage equal to its power plus 2 to another target creature. If that player does, the attacking creature assigns no combat damage this turn.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
When Fighter Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
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