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(T: Add B.)
When this creature enters, roll a d20. 1—9 | Create a 1/1 red Goblin creature token. 10—19 | Create two of those tokens. 20 | Create three of those tokens.
Vigilance Whenever this creature attacks, roll a d20. 1—9 | You gain 1 life. 10—19 | You gain 2 life. 20 | You gain 5 life.
Pack tactics — Whenever Targ Nar attacks, if you attacked with creatures with total power 6 or greater this combat, attacking creatures get +1/+0 until end of turn. 2RG: Double Targ Nar's power and toughness until end of turn.
Each opponent exiles cards from the top of their library until that player has exiled cards with total mana value 20 or greater.
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
As this land enters, you may reveal a Dragon card from your hand. This land enters tapped unless you revealed a Dragon card this way or you control a Dragon. As this land enters, choose a color. T: Add one mana of the chosen color.
You may choose not to untap The Blackstaff of Waterdeep during your untap step. Animate Walking Statue — 1U, T: Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.
At the beginning of your end step, if you gained 3 or more life this turn, create a 3/3 white Angel creature token with flying. WWW, T, Exile The Book of Exalted Deeds: Put an enlightened counter on target Angel. It gains "You can't lose the game and your opponents can't win the game." Activate only as a sorcery.
At the beginning of your end step, if you lost 2 or more life this turn, create a 2/2 black Zombie creature token. T, Exile The Book of Vile Darkness and artifacts you control named Eye of Vecna and Hand of Vecna: Create Vecna, a legendary 8/8 black Zombie God creature token with indestructible and all triggered abilities of the exiled cards.
2, T: Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand. 1—9 | Return a card at random from your graveyard to your hand. 10—19 | Draw two cards. 20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.
The Tarrasque has haste and ward 10 as long as it was cast. Whenever The Tarrasque attacks, it fights target creature defending player controls.
When this Equipment enters, create a Treasure token. (It's an artifact with "T, Sacrifice this token: Add one mana of any color.") Equipped creature can't be blocked as long as its power is 3 or less. Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Flying When Tiamat enters, if you cast it, search your library for up to five Dragon cards not named Tiamat that each have different names, reveal them, put them into your hand, then shuffle.