{2}{U}: Each player mills three cards. {3}{B}, Discard a card: Return target creature card from your graveyard to your hand. Proliferate. (Choose any number of permanents and/or players with counters on them, then give each another counter of each kind already there.)
Defender When Friend of Tides enters, rouse 2. (Distribute two +1/+1 counters among permanents you control. If they aren't creatures, tap them and they become 0/0 creatures in addition to their other types.)
Imperial temples to the god Inishtu function as hospitals, mortuaries, and graveyards. With each new burial, the worshipers join in prayer so that its spirit may reach their master quickly and safely.
When Fungal Whomper enters, you gain 4 life. When Fungal Whomper leaves the battlefield, germinate four times. (To germinate, put a +1/+1 counter on a creature or create a 1/1 green Saproling creature token.)
Desecrate (When this creature enters, you may sacrifice an artifact or land.) When Furnace Golem desecrates a permanent, you may return target artifact card from your graveyard to your hand.
(Color indicator: Fyrra, Chosen by Ayala is white)
Flying, vigilance At the beginning of your upkeep, if you have 10 or more life than your starting life total, put a +1/+1 counter on each other creature you control.
Vigilance, reach Identity — As long as you control at least two other creatures that share a creature type with Gallord of the Order, other creatures you control get +1/+1 and have first strike.
Flying Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
First mate—Your starting deck contains no creature cards. (If this card outside the game is your chosen first mate, you may swap it with a card in your opening hand.) Prowess Whenever Garth attacks, look at the top card of your library. If it's an instant or sorcery card, you may cast it. (You still pay its costs.)
Vigilance Death knell — Tap up to two creatures you don't control. (As a creature you control dies, trigger one death knell of that creature or another permanent you control.)
“They tried to return to their normal lives, acting as if their sorrows were truly gone.” —Mei Liva, to Karina and Flynn
When Ghastly Ferry enters, create a 1/1 white Spirit creature token with flying. Ghastly Ferry can't be blocked except by Spirits. Crew 1 (Tap any number of creatures you control with total power 1 or greater: This Ship Vehicle becomes an artifact creature until end of turn.)
Chronicle (As this enters and after your draw step, add a lore counter. Stop after III.) [Lore I-II] Put a +1/+1 counter on up to one other target creature you control. [Lore III] Target creature must be blocked this turn if able.
Trample Spells your opponents cast that target creatures you control cost {2} more to cast. Whenever a creature you control attacks alone, it gets +2/+2 until end of turn.
Vigilance Whenever Glittering Narwhal is dealt damage, create a Treasure token. (It's an artifact with “{T}, Sacrifice this permanent: Add one mana of any color.”)
Pressure {2}{B}{B}(You may cast this spell for its pressure cost if seven or more cards are in your graveyard.) When Gloomtide Whelk enters, all other creatures get -4/-4 until end of turn.
Whenever you cast a spell you don't own, you may pay {1}{U}. If you do, put target nonland permanent on top of its owner's library. {2}{B}: Exile the top card of target opponent's library face down. You may look at and cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any type to cast that spell.
When Godwatcher enters, search any player's library for a creature card, exile it, then they shuffle their library. When Godwatcher dies, put the exiled card onto the battlefield under your control.