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Alrund gets +1/+1 for each card in your hand and each foretold card you own in exile. At the beginning of your end step, choose a card type, then reveal the top three cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.
Whenever a Samurai or Warrior you control attacks alone, you may pay 1. When you do, attach Ancestral Katana to it. Equipped creature gets +2/+2 and has "This creature has first strike as long as it's attacking." Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Whenever Ardent Dustspeaker attacks, you may put an instant or sorcery card from your graveyard on the bottom of your library. If you do, exile the top two cards of your library. You may play those cards this turn.
Ward—Pay 2 life. As long as Armory Veteran is equipped, it has menace. (It can't be blocked except by two or more creatures.)
Trample, 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.
When Baleful Beholder enters, choose one — • Antimagic Cone — Each opponent sacrifices an enchantment. • Fear Ray — Creatures you control gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
T: Add C. T: Add one mana of any color. Spend this mana only to cast a Cleric, Rogue, Warrior, or Wizard spell or to activate an ability of a Cleric, Rogue, Warrior, or Wizard.
Whenever Binding Geist attacks, target creature an opponent controls gets -2/-0 until your next turn. Disturb U (You may cast this card from your graveyard transformed for its disturb cost.)
Flying Whenever Blessed Hippogriff attacks, target attacking creature without flying gains flying until end of turn.
Whenever Blood Artist or another creature dies, target opponent loses 1 life and you gain 1 life.
Bretagard Stronghold enters tapped. T: Add G. GWW, T, Sacrifice Bretagard Stronghold: Distribute two +1/+1 counters among one or two target creatures you control. They gain vigilance and lifelink until end of turn. Activate only as a sorcery.
Trample Domain — Whenever Briar Hydra deals combat damage to a player, put X +1/+1 counters on target creature you control, where X is the number of basic land types among lands you control.
Whenever this creature enters or becomes the target of an Aura spell, create a 1/1 white Spirit creature token with flying. Disturb WU (You may cast this card from your graveyard transformed for its disturb cost.)
Each creature you control gets +2/+0 for each Equipment attached to it. 0: Attach target Equipment you control to target creature you control. Activate only as a sorcery and only once each turn.
Exile target nonland permanent. Its controller creates a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
Choose one — • Cabaretti Charm deals damage equal to twice the number of creatures you control to target creature or planeswalker. • Creatures you control get +1/+1 and gain trample until end of turn. • Create two 1/1 green and white Citizen creature tokens.
Sacrifice a Treasure: Capenna Express becomes an artifact creature until end of turn. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
T: Add one mana of any color. If that mana is spent on a Dragon creature spell, it gains haste until end of turn.
Draw three cards, then look at the top card of each player's library.
A-Cauldron Familiar can't block. When Cauldron Familiar enters, each opponent loses 1 life and you gain 1 life. Sacrifice a Food: Return Cauldron Familiar from your graveyard to the battlefield.
Alliance — Whenever another creature enters under your control, put a +1/+1 counter on Celebrity Fencer.
Flying When Celestial Regulator enters, choose target creature you don't control and tap it. If you control a creature with a counter on it, the chosen creature doesn't untap during its controller's next untap step.
When Circle of the Land Druid enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.) Natural Recovery — When Circle of the Land Druid dies, return target land card from your graveyard to your hand.