Enchant creature When Double Arming enters, put a +1/+1 counter on enchanted creature. Enchanted creature has menace. {5}: Return Double Arming to its owner's hand.
Ferocious — If you control a creature with power 4 or greater, you may cast Dragon Grip as though it had flash. (You may cast it any time you could cast an instant.) Enchant creature Enchanted creature gets +2/+0 and has first strike.
Dragon's Ire deals 1 damage to any target. Inscribed creature gets +2/+2. Inscribe {2}{R}({2}{R}: Exile this card from your hand inscribed on a creature you control. Whenever that creature attacks, its controller may cast a copy of the inscribed card without paying its mana cost. Inscribe only as a sorcery.)
Trample Art of war — At the beginning of your end step, if Dragon's Wake dealt damage to an opponent this turn, gain control of target land for as long as Dragon's Wake remains on the battlefield. Tap three untapped creatures you control: Dragon's Wake becomes an artifact creature until end of turn.
Defender A deck can have any number of cards named Dragonwall Fragment. At the beginning of your upkeep, if you control twenty or more creatures named Dragonwall Fragment, you win the game.
Choose one or all — • Dreamfire deals X damage to target creature. • Dreamfire deals X damage to each player. • Target creature gets +X/+0 until end of turn.
When Driver of Hordes enters, create a tapped 2/2 black Zombie creature token. Unearth {3}{B}({3}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the end step or if it would leave the battlefield. Unearth only as a sorcery.)