Enchantment Creature — Satyr (4/2)
Flash
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Enchanted creature gets +4/+2.
Enchantment — Saga // Enchantment Creature — Plant (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I — Search your library for up to two basic Forest cards, reveal them, put them into your hand, then shuffle.
II — Put up to one target land card from your graveyard on top of your library.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Branch of Boseiju
Reach
Branch of Boseiju gets +1/+1 for each land you control.
Creature — Orc Pirate (2/3)
Whenever Brazen Blademaster attacks while you control two or more artifacts, it gets +2/+1 until end of turn.
Creature — Wolf (2/3)
Whenever Brazen Wolves attacks, it gets +2/+0 until end of turn.
Creature — Aurochs (2/1)
Trample
Whenever Bull Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.
Creature — Human Werewolf // Creature — Werewolf (6/5)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Dire-Strain Demolisher
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Creature — Centaur (3/3)
Haste
Threshold — As long as seven or more cards are in your graveyard, Centaur Chieftain has "When Centaur Chieftain enters the battlefield, creatures you control get +1/+1 and gain trample until end of turn."
Creature — Centaur Performer (3/3)
When Centaur of Attention enters the battlefield, roll five six-sided dice and store those results on it.
At the beginning of combat on your turn, you may reroll any number of Centaur of Attention's stored results.
Centaur of Attention gets +X/+X, where X is the greatest number of stored results on it of the same value.
Artifact Creature — Equipment Insect (2/2)
Whenever Chainflail Centipede or equipped creature attacks, it gets +2/+0 until end of turn.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature — Human Rogue (3/3)
Whenever Charging Bandits attacks, it gets +2/+0 until end of turn.
Creature — Human Peasant (3/3)
Whenever Charging Hooligan attacks, it gets +1/+0 until end of turn for each attacking creature. If a Rat is attacking, Charging Hooligan gains trample until end of turn.
Creature — Human Knight (2/2)
Whenever Charging Paladin attacks, it gets +0/+3 until end of turn.
Creature — Human Pirate (0/3)
Trample
Whenever Coastline Marauders attacks, it gets +1/+0 until end of turn for each land defending player controls.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature — Plant Elemental (5/5)
Trample
: Until end of turn, target creature you control has base power and toughness 5/5 and gains trample.
Creature — Human Cleric (1/2)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Whenever Custodi Soulcaller attacks, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the number of players you attacked this combat.
Creature — Spirit Soldier (2/2)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other Spirits you control have melee.
Prevent all noncombat damage that would be dealt to Spirits you control.
Legendary Creature — Elf Warrior (2/2)
: Regenerate another target Elf.
: Elf creatures you control get +3/+3 and gain trample until end of turn.
Creature — Faerie Noble (1/2)
Flying
Other Faerie creatures you control get +0/+1.
: Other Faerie creatures you control get +1/+0 until end of turn.
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.)
Creature — Sliver (3/3)
Sliver creatures you control have exalted. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
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