Primal {R}(During your turn, you may cast this spell for {R} instead of playing a land.) Target creature gets +4/+0 and gains trample until end of turn.
As long as equipped creature has power 3 or less, it can't be blocked and it can't be the target of spells and abilities you don't control. Equip {1} Whenever Ring of Souls becomes attached to a creature, an opponent of your choice may create a 2/2 black Spirit creature token.
At the beginning of your upkeep, if an opponent has more life than you, create a 4/4 red Elemental creature token with haste and “Creatures blocking this creature have winnow.” (Damage dealt to a creature with winnow causes its controller to lose that much life.)
Search your library for up to two basic land cards and put them onto the battlefield tapped, then shuffle. Fuse (You may cast one or both halves of this card from your hand.)
Create a number of 3/3 green Elemental creature tokens equal to the number of differently named lands you control. Fuse (You may cast one or both halves of this card from your hand.)
{1}{U}, {T}, Discard a card: Reveal the top card of your library. Counter target spell unless its controller pays {X}, where X is the mana value of that card.
{2}{G}: Rotted Kalak gains indestructible until end of turn. Revive {3}{B}({3}{B}, Exile this card from your graveyard: Create a token that's a copy of it except it has no mana cost. Revive only as a sorcery.)
Each Rogue you control can't be blocked by creatures with greater power than it. Whenever a Rogue deals combat damage to a player, gain control of target nonland permanent that player controls unless that player pays {1}.
Enchant creature Enchanted creature gets +3/+0 and has menace. Whenever enchanted creature deals combat damage to a player, discard a card, then draw a card.