Pressure—{B}, Exile six cards from your graveyard. (You may cast this spell for its pressure cost if there are seven or more cards in your graveyard.) Deathtouch {B}, Exile six cards from your graveyard: Return Danithra Champion from your graveyard to the battlefield. Activate only during your turn.
{B}, Sacrifice another creature: Exile target card in an opponent's graveyard. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell. Activate only as a sorcery.
Spells your opponents cast that target Danithra Muckbruiser cost {2} more to cast. Danithra Muckbruiser gets +X/+X, where X is the number of cards in your graveyard minus seven. (If there are fewer than seven, it gets +0/+0.)
Vigilance Whenever Danuri Banisher deals combat damage to a player, you may exile target creature. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step.
Choose one— • Prevent all combat damage that would be dealt this turn. • Create two 1/1 white Soldier creature tokens. • Creatures you control get +0/+3 and gain reach until end of turn.
Creatures your opponents control enter tapped. Bulwark — At the beginning of each upkeep, if you control a creature with toughness 4 or greater, Danuri Custodian gains indestructible until end of turn.
“For things to work properly all must remember their places.”
Identity — As long as you control at least two other creatures that share a creature type with Danuri Eaglerider, Danuri Eaglerider gets +1/+2 and has flying.
“The Fellors enjoy the savagery of griffins. We prefer the majesty of the eagles.”
Identity — When Danuri Warcaller enters, if you control at least two other creatures that share a creature type with it, create a 1/1 white Soldier creature token.
Whenever another creature in Daoshi Spiritdancer's pack dies, you may sacrifice Daoshi Spiritdancer. If you do, return that creature card to the battlefield under your control at the beginning of the next end step. (Two or more creatures you control with equal power are in a pack.)
Golden age (If you cast an instant or sorcery spell, activated a nonmana ability, and attacked this turn, enter a renaissance for this game.) Return target nonland permanent to its owner's hand. If you're in a renaissance, that permanent's owner puts it on the top or bottom of their library instead.
At the beginning of each opponent's upkeep, exile Daril's Timewalker and up to one other target nonland permanent you control, then return those cards to the battlefield under their owner's control.
[+1]: Until your next upkeep, creatures can't attack you or planeswalkers you control unless their controller pays {2} for each of those creatures. [–2]: Look at the top two cards of target player's library. Put any number of them on top of that library and the rest on the bottom in any order. [–6]: Return all nonland permanents you don't control to their owners' hands.
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) As long as Daring Cavalier is renowned, it has trample.
Exile target creature, return it to the battlefield tapped under its owner's control, then choose one — • Put a +1/+1 counter on it. • Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Enchant creature When Dark Desire enters, target player discards a card. Whenever enchanted creature deals combat damage to a player, you draw a card and you lose 1 life.
Bloodprice {4}{B}(You may cast this card by sacrificing a creature and paying its bloodprice.) At the beginning of your upkeep, if there are five or more creature cards in your graveyard, create a 2/2 black Demon creature token.