War-Pride Champion can't be blocked by creatures with power 2 or less. Stampede — Whenever War-Pride Champion and a creature with greater power attack, target creature you control gets +2/+2 until end of turn.
{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.
Whenever you cast an Elf spell, create a 1/1 green Elf Druid creature token. Tap four untapped Druids you control: Destroy target artifact or enchantment.
Warden of the Fronds' power and toughness are each equal to the number of Forests you control. Warden of the Fronds has indestructible as long as you control five or more lands.
Vigilance Whenever Warfield Excavator attacks, you may exile target card from a graveyard. Warfield Excavator gets +1/+1 for each card type among cards exiled with it.
Flying, haste Whenever Warfury Dragon becomes enchanted or equipped, monstrosity 2. (If this creature isn't monstrous, put two +1/+1 counters on it and it becomes monstrous.)
Each instant and sorcery card in your graveyard gains agonize until end of turn. Agonize (You may cast this card from your graveyard by putting a -1/-1 counter on a creature you control in addition to paying its other costs. Then exile this card.)
As Warmonger Contraption enters, choose a creature type. Warmonger Contraption is the chosen type in addition to its other types. Warmonger Contraption's power and toughness are each equal to the number of creatures of the chosen type you control.
Equipped creature gets +1/+1. As long as equipped creature is a Warrior, it has first strike. Equip {1}({1}: Attach to target creature you control. Equip only as a sorcery.)
Enchant creature When Warrior's Discipline enters, put a +1/+1 counter on enchanted creature. Whenever enchanted creature deals combat damage to a player, double the number of +1/+1 counters on it.
Creatures you control get +1/+0 and attack each turn if able. As long as you control four or more Mountains, attacking creatures you control get an additional +1/+0 and have first strike.
You may put a Dragon creature card from your hand onto the battlefield. That creature gains haste until end of turn. Return it to its owner's hand at the beginning of the next end step.
“As Sveth's hand trailed blood on his friend's snout, he asked for vengeance.” —Azamir, “Prince And Dragonheart”