Equipped creature gets +2/+2. Whenever a player casts a spell or activates an ability that targets only equipped creature, copy that spell or ability. You may choose new targets for the copy. Equip {4}
When Asham's Path enters the battlefield, you gain 8 life. {1}{W}{W}: Transform Asham's Path. Activate only if your fealty to Plains is five or greater.
First mate — Twelve or more cards in your starting deck are Dragons or have “Dragon” in their printed rules text. (If this card outside the game is your chosen first mate, you may swap it with a card in your opening hand.) Dragon spells you cast cost {1} less to cast. Whenever Ashe attacks, it deals X damage to any target, where X is the number of Dragons you control.
Ashela, the Russet Grove enters the battlefield tapped. {T}: Add {C}. {T}, Pay 1 life: Add {R}, {G} or {W}. {3}, {T}: Return Ashela to its owner's hand.
{T}: Draw two cards. Starting with the next opponent in turn order, each opponent may discard a land card. The first to do so gains control of Ashen Mare. Activate only during your turn.
Flying, trample When Ashen Persecutor enters the battlefield, target opponent reveals their hand. You choose a nonland card from it. That player discards that card and you gain life equal to its mana value.
Trample When Ashka Ritualist enters the battlefield or whenever you cast a spell, if {R}{W} was spent to cast it, create two 1/1 red and green Warrior creature tokens. Put a +1/+1 counter on Ashka Ritualist.
Flying, vigilance Whenever a land enters the battlefield under your control, create a 2/2 green Ox creature token. {3}{W}, Tap three untapped Oxen you control: Put a +1/+1 counter on each creature you control.
Menace (This creature can't be blocked except by two or more creatures.) Whenever a creature you control deals combat damage to a player, you may have Aspect of Rage deal 1 damage to any target.
When you cast Aspect of Shifting Storms, create a token that's a copy of it. You may have Aspect of Shifting Storms enter the battlefield as a copy of any creature on the battlefield, except if it's a token it has no mana cost.
Equipped creature gets +1/+0 and has deathtouch and “{T}: This creature deals 1 damage to target creature you don't control. Sacrifice Assassin's Shuriken.” Equip {2}
Recruit X times. You lose X life. (To recruit, create a 0/0 white Soldier Army creature token, then put a +1/+1 counter on each Army you control.)
Sahra's army stood no chance against the combined forces of Cyrukan and Mahara. They fought in perfect lockstep despite never having worked together before.
This spell costs {1} less to cast for each legendary creature you control. Search your library for a legendary creature card with mana value X or less, put that card onto the battlefield, then shuffle.
At the beginning of your upkeep, if the number of permanents you control, the number of cards in your hand, and the number of cards in your graveyard are all equal, you win the game.
First strike Chronicle (As this enters and after your draw step, add a lore counter. Stop after III.) [3/3] [Lore I-II] Put a +1/+1 counter on each of up to two other target creatures you control. [Lore III] Remove all lore counters from Astral Capricine. Create two 0/1 white Goat creature tokens.
Menace Chronicle (As this enters and after your draw step, add a lore counter. Stop after III.) [3/3] [Lore I-II] Exile the top card of your library. You may play that card this turn. [Lore III] Remove all lore counters from Astral Cerberus. It deals 3 damage to up to one target creature.
Deathtouch Chronicle (As this enters and after your draw step, add a lore counter. Stop after III.) [3/3] [Lore I-II] You may sacrifice another creature. If you do, draw a card. [Lore III] Remove all lore counters from Astral Leech. Each opponent sacrifices a creature.
Trample Chronicle (As this enters and after your draw step, add a lore counter. Stop after III.) [4/4] [Lore I-II] Creatures you control gain vigilance until end of turn. [Lore III] Remove all lore counters from Astral Leucrocota. You gain 4 life.
Flying Chronicle (As this enters and after your draw step, add a lore counter. Stop after III.) [2/4] [Lore I-II] Draw a card, then discard a card. [Lore III] Remove all lore counters from Astral Man-o'-War. Return up to one target creature you don't control to its owner's hand.