Reach {G}, {T}: Swiftshot Sniper deals damage equal to its power to each creature with flying. {2}{G}: Swiftshot Sniper gets +2/+2 until end of turn. Activate no more than twice each turn.
Swiftstep Cliffdweller has haste as long as you control another Goblin.
The Korrinary Range is unstable and treacherous. Some creatures are able to survive it by letting others step through it first and learning from their mistakes.
Equipped creature gets +2/+1. Whenever a creature you control enters, you may have equipped creature gain your choice of flying, vigilance, first strike or trample until end of turn. Equip {3}({3}: Attach to target creature you control. Equip only as a sorcery.)
Search your library for a land card, reveal it, put it into your hand, then shuffle.
“My connection to this plane is unlike anything you could imagine. I understand what it wants, that's why I'm in charge.” —Pandora, Warden of Khaliz-Dorahn
Scry 2, then reveal the top card of your library. If it's a basic land card, put it onto the battlefield tapped. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Put target creature card from a graveyard onto the battlefield under your control. If it doesn't have vanishing, put three time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from that permanent. When the last is removed, sacrifice it.)
Enchant nonland permanent Vanishing 3 (This permanent enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) You control enchanted permanent.
Kicker {4}{U}{U}(You may pay an additional {4}{U}{U} as you cast this spell.) Return target nonland permanent to its owner's hand. If this spell was kicked, create an 8/8 blue Kraken creature token with trample.
Bulwark — If you control a creature with toughness 4 or greater, each creature you control assigns combat damage equal to its toughness rather than its power this turn. Creatures you control get +0/+2 until end of turn.