Heretic (Whenever you cast a spell that doesn't share a color with this creature, it gets +1/+1 until end of turn.) Whenever you cast a spell that doesn't share a color with Cloudstep Capuchin, Cloudstep Capuchin gains flying and hexproof until end of turn.
Amass Soldiers X, where X is the number of counters on permanents you control. (Put X +1/+1 counters on an Army you control. It's also a Soldier. If you don't control one, create an 0/0 black Soldier Army creature token first.)
Trample Deploy 3 (As this enters, you may tap any number of other creatures you control with total power 3 or more.) When Coalition Grenadier enters deployed, it deals 4 damage to target creature you don't control.
{T}: Add one mana of any color. {T}: Put a charge counter on Coalition Relic. At the beginning of your first main phase, remove all charge counters from Coalition Relic. Add one mana of any color for each charge counter removed this way.
Ward {2}(Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Attain {4}{U}({4}{U}: Transform this. Spend at least three colors of mana to activate this, and only as a sorcery.)
Submerge each creature you control. At the beginning of the next end step, you may turn any number of face down creatures you control face up. (To submerge a card, exile it, then put it on the battlefield face down under its owner's control as a 2/2 creature.)
When Coercive Cardinal enters, choose an opponent. That player may have you gain 5 life. If the player doesn't, create two 1/1 white Cleric creature tokens.
“Give willingly, or give by force. The choice is yours.”
Whenever Coincutter Agent attacks, you draw a card and you lose 1 life.
“Gladefolk are unparalleled when it comes to thieving. Luckily for us, there's plenty around that want nothing to do with Corym's war.” —Damaris Alfahir
Enchant creature You may cast this spell from your graveyard if it targets a legendary creature you control. Enchanted creature gets +2/+2 and has vigilance.
Whenever Combat Technician attacks, create a 1/1 colorless Servo artifact creature token that's tapped and attacking. Then Combat Technician gets +1/+1 until end of turn for each artifact you control.
Creatures you control get +2/+0 until end of turn. Whenever an opponent fails a trial, if Combatant Conflagration is in your graveyard, target creature you control gets +2/+0 until end of turn.
Exile the top two cards of your library. You may play those cards until the end of your next turn. Whenever you play one of those cards, rouse 1. (Put a +1/+1 counter on a permanent you control. If it isn't a creature, tap it and it becomes a 0/0 creature in addition to its other types.)
Destroy target creature with flying. If that creature had power 4 or greater, you gain 4 life.
Three collars are attainable by Nangjiao Hunters by catching the plane's most elusive prey—a kraken from the deep, a mammoth from the land, and a dragon from the sky.
Flash When Comforting Presence enters, return target spell with mana value 2 or less to its owner's hand. Whenever an opponent casts their second spell each turn, draw a card.
Target creature you control deals damage equal to its power to up to one other target creature. Then if you've cast another spell this turn, the creature you control gains double strike until end of turn.
Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Rerun (If you cast this from your hand, exile it as it resolves. Whenever a creature you control dies, you may cast this card from exile without paying its mana cost.)
“We reached for the stars. They reached back.” —“The Crash Site”