Enchant creature Enchanted creature gets +2/+2. Concord — As long as there are four or more card types among permanents you control, enchanted creature has slipstream. (It can't be blocked as long as only creatures with slipstream are attacking.)
Choose one — • Target creature gets +1/+0 and gains indestructible until end of turn. • Tap target creature. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) • Scry 1, then draw a card.
Whenever another nontoken permanent enters the battlefield under your control, create a Food token. At the beginning of each end step, put X +1/+1 counters on up to one target creature, where X is the amount of life you've gained this turn.
Prevent all damage that would be dealt to target player this turn. Fabled {1}{W}{W}{W}(Then if you cast this for its fabled cost, put it onto the battlefield transformed attached to that player.)
When Haunted Hermit enters the battlefield, choose one — • Put a +1/+1 counter on Haunted Hermit. • Create a 1/1 white Spirit creature token with flying.
Whenever you cast a black spell, you may exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step. Whenever you cast a red spell, you may have Haunted Sunseeker deal 1 damage to each creature.
Flying When Heartless Host enters the battlefield, arm target creature. (Create a colorless Equipment artifact token with “Equipped creature gets +1/+0” and equip {2}, then attach it to that creature.)
Whenever you scry, you gain 1 life for each card you looked at while scrying this way.
“...and loving Golana, laid low by Faceless poison, was by his own gifts raised as the karkadann he had sheltered touched its horn to his breast.” —The Tale of Kings