Enchantment
If a source you control would deal damage to a permanent or player, it deals triple that damage to that permanent or player instead.
Legendary Creature — Hellion Horror (3/5)
Companion — Your starting deck contains only cards with odd mana values and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
If a source you control with an odd mana value would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Enchantment
If a creature you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Enchantment
Flash
If a source would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Enchantment
If a source would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Enchantment
Whenever a creature you control attacks, it gets +2/+2 until end of turn.
Enchantment
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
Enchantment
Whenever a source you control deals damage to an opponent, you may put a quest counter on Quest for Pure Flame.
Remove four quest counters from Quest for Pure Flame and sacrifice it: If any source you control would deal damage to a permanent or player this turn, it deals double that damage to that permanent or player instead.
Creature — Human Pirate (4/4)
If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Enchantment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
If a source you control would deal damage to a permanent or player, it deals triple that damage instead.
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase.
Enchantment
Nontoken creatures you control have riot. (They enter the battlefield with your choice of a +1/+1 counter or haste.)
If a creature you control with a +1/+1 counter on it would deal damage to a permanent or player, it deals double that damage instead.
Enchantment // Land — Cave
Whenever a creature you control attacks alone, it gains deathtouch and lifelink until end of turn. Put a dread counter on Grasping Shadows. Then if there are three or more dread counters on it, transform it.
Shadows' Lair
(Transforms from Grasping Shadows.)
: Add .
, , Remove a dread counter from Shadows' Lair: You draw a card and you lose 1 life.
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, you may tap target creature.
Enchantment — Saga // Enchantment Creature — Dragon Spirit (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I — Exile target nonland permanent an opponent controls.
II — Return up to one other target nonland permanent to its owner's hand. Then each opponent discards a card.
III — Exile this Saga, then return it to the battlefield transformed under your control.
O-Kagachi Made Manifest
O-Kagachi Made Manifest is all colors.
Flying, trample
Whenever O-Kagachi Made Manifest attacks, defending player chooses a nonland card in your graveyard. Return that card to your hand. O-Kagachi Made Manifest gets +X/+0 until end of turn, where X is the mana value of that card.
Enchantment — Saga // Enchantment Creature — Spirit (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Each opponent sacrifices a creature unless they discard a card.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Animus of Night's Reach
Menace (This creature can't be blocked except by two or more creatures.)
Whenever Animus of Night's Reach attacks, it gets +X/+0 until end of turn, where X is the number of creature cards in defending player's graveyard.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may sacrifice a creature. When you do, Kardur's Vicious Return deals 3 damage to any target.
II — Each player discards a card.
III — Return target creature card from your graveyard to the battlefield. Put a +1/+1 counter on it. It gains haste until your next turn.
Enchantment
Whenever a creature you control attacks, defending player loses 1 life and you gain 1 life.
Enchantment
Whenever a creature you control attacks, put a +1/+1 counter on it.
Creature — Giant Berserker (3/4)
If a Giant source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
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