Creature — Drake (1/2)
Flying
: Fire Drake gets +1/+0 until end of turn. Activate only once each turn.
Creature — Manticore (3/3)
Flying, first strike
: Flailing Manticore gets +1/+1 until end of turn. Any player may activate this ability.
: Flailing Manticore gets -1/-1 until end of turn. Any player may activate this ability.
Creature — Dinosaur (5/5)
Menace
Paradox — Whenever you cast a spell from anywhere other than your hand, Flaming Tyrannosaurus deals 3 damage to any target. Then put a +1/+1 counter on Flaming Tyrannosaurus.
When Flaming Tyrannosaurus dies, it deals damage equal to its power to each opponent.
Creature — Devil (4/2)
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Whenever Flayer of the Hatebound or another creature enters the battlefield from your graveyard, that creature deals damage equal to its power to any target.
Creature — Dragon (2/2)
Flying
Threshold — As long as seven or more cards are in your graveyard, Fledgling Dragon gets +3/+3 and has ": Fledgling Dragon gets +1/+0 until end of turn."
Creature — Dragon (5/4)
Flying
: Forgestoker Dragon deals 1 damage to target creature. That creature can't block this combat. Activate only if Forgestoker Dragon is attacking.
Creature — Devil (3/3)
Haste
Whenever you cast a noncreature spell, Frenzied Devils gets +2/+2 until end of turn.
Creature — Dragon (2/2)
Flying
: Furnace Whelp gets +1/+0 until end of turn.
Creature — Dragon (6/6)
Bloodthirst 6 (If an opponent was dealt damage this turn, this creature enters the battlefield with six +1/+1 counters on it.)
Flying
Creature — Elemental (2/4)
Frenzy 2 (Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.)
Garbage Elemental can't be blocked by wordy creatures. (A creature is wordy if it has four or more lines of rules text.)
Creature — Elemental (4/3)
First strike
Landfall — Whenever a land enters the battlefield under your control, goad each creature target player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Creature — Goblin Wizard Guest (1/4)
Haste
When Goblin Cruciverbalist enters the battlefield, create a colorless artifact token named your choice of A, E, I, O, or U.
Whenever Goblin Cruciverbalist attacks, using the first letters of names of permanents you control, spell a word you haven't spelled this game. It gets +1/+0 until end of turn for each letter in that word.
Creature — Goblin (0/5)
: Reveal cards from the top of your library until you reveal a nonland card. Goblin Machinist gets +X/+0 until end of turn, where X is that card's mana value. Put the revealed cards on the bottom of your library in any order.
Creature — Gargoyle (2/2)
Flying
: Granite Gargoyle gets +0/+1 until end of turn.
Creature — Human Wizard (1/3)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
If an ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time.
Creature — Human Wizard (2/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
, Sacrifice Heartfire Immolator: It deals damage equal to its power to target creature or planeswalker.
Creature — Human Knight (4/2)
Haste
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Whenever Hero of Oxid Ridge attacks, creatures with power 1 or less can't block this turn.
Creature — Elemental Incarnation (6/6)
Haste
If a spell you control would deal damage to an opponent, prevent that damage. Create a 3/1 red Elemental Shaman creature token with haste for each 1 damage prevented this way.
When Hostility is put into a graveyard from anywhere, shuffle it into its owner's library.
Creature — Human Werewolf // Creature — Werewolf (3/3)
Whenever Ill-Tempered Loner is dealt damage, it deals that much damage to any target.
: Ill-Tempered Loner gets +2/+0 until end of turn.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Howlpack Avenger
Whenever a permanent you control is dealt damage, Howlpack Avenger deals that much damage to any target.
: Howlpack Avenger gets +2/+0 until end of turn.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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