The cobbleshells are one of the few creatures you'll see out and about in the Ontarachie, as their shells are just strong enough to fend themselves from gators.
Post a bounty on target creature. (Put a bounty counter on that creature. It has “When it dies, each opponent draws a card” as long as it has a bounty counter on it.) Draw a card.
Target attacking creature gains double strike until end of turn. Arm it. (Create a colorless Equipment artifact token with “Equipped creature gets +1/+0” and equip {2}, then attach it to that creature.)
Creatures you control get +2/+1 until end of turn. Embattled creatures you control gain vigilance until end of turn. (A creature is embattled if it has a counter on it or has a permanent you control attached to it.)
Up to one target creature gets -1/-1 until end of turn. Recruit. (Create a 0/0 white Soldier Army creature token, then put a +1/+1 counter on each Army you control.)
Omid's tactics, while heretical to some, definitely achieved results.
{T}: Add {C}. {1}, {T}, Sacrifice War-Torn Tundra: Arm target creature you control. Activate only as a sorcery. (Create a colorless Equipment artifact token with “Equipped creature gets +1/+0” and equip {2}, then attach it to that creature.)
Motivate 3 (When this creature enters, you may motivate target creature with lesser power than this by putting three +1/+1 counters on it.) At the beginning of combat on your turn, you may have target creature you control gain vigilance until end of turn.
When Ward-Lost Hermit enters, mill three cards. {2}, {T}, Sacrifice Ward-Lost Hermit: Return target instant or sorcery card from your graveyard to your hand.
“A whole nation that only exists in flooded caverns deep beneath the earth? Of all the stories I have heard, traveler, yours has done by far the most to erode my faith in your species' intellect. Get out of my sight.”
“I've been down here all my life. Nothing ever seems to get any better. Slowly, slowly we learn of the world above. The world that sent our ancestors to their deaths and the world that failed.”
Flying Morph {2}{W}{W}(You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When you turn Wardwing Seraph face up, untap it.