{T}: Adept Fisherman voyages. (If it isn't blocking or targeted by another spell or ability, it phases out.) Whenever Adept Fisherman phases in, you gain 2 life.
“What kinds of fish swim these waters? Breakfast, lunch, and dinner.”
Whenever Adept Lieutenant attacks, create an Idol token. (It's an artifact with “{1}, Sacrifice this artifact: Put a +1/+1 counter on target creature. Activate only as a sorcery.”) {1}, Sacrifice an Idol: Put a +1/+1 counter on Adept Lieutenant.
Prowess When Adept of Signals enters, create a Vial token. (It's an artifact with “{1}, Sacrifice this and another permanent: Draw a card. Activate only during your turn.”) Tokens you control have “{2}, {T}: Sacrifice this token: Draw a card.”
Haste Whenever two or more creatures you control deal combat damage to a player, tap those creatures, then gain control of target creature you don't control until end of turn. Untap that creature. It gains haste until end of turn. After this phase, there's an additional combat phase.
Menace Whenever a creature an opponent controls dies, create an Idol token. (It's an artifact with “{1}, Sacrifice this artifact: Put a +1/+1 counter on target creature. Activate only as a sorcery.”)
Prowess At the beginning of each end step, if you cast a multicolor spell or two spells with different colors this turn, each opponent sacrifices a permanent.
When not dispelled, the creatures of the mines become one with the world again.
Flash If you would upgrade a creature you control, you may put a +1/+1 counter on it instead. {3}{U}: Put a +1/+1 counter on Affluent Cetanthrope and draw a card.
Improve {1}({1}: Put a +1/+1 counter on this creature. This costs {1} more to activate for each +1/+1 counter on it. Improve only as a sorcery.) Once each turn, when one or more counters are put on a permanent you control, create a 1/1 colorless Human creature token. Whenever you attack with three or more creatures, destroy up to one target artifact or enchantment.
Deception {1}{B} When Aguri, Shadow of Doubt enters, target player reveals their hand. You choose a nonland card from it. That player discards that card. You lose 2 life.
Whenever one or more counters are put on a permanent you control for the first time each turn, create that many 1/1 green Squirrel creature tokens. {1}{G}{W}, {T}: Proliferate. (Choose any number of permanents and/or players with counters on them, then give each another counter of each kind already there.)
Rapport — Whenever Ainok Brushwacker and at least one other creature you control become tapped, Ainok Brushwacker gains first strike until end of turn.
Trample When Ainok Scout enters, nourish 2, then return a creature you control to its owner's hand. (To nourish 2, either put two +1/+1 counters on this creature or create two 1/1 white Citizen creature tokens.)
Flying Whenever Albino Drake deals combat damage to an opponent, create an Idol token. (It's an artifact with “{1}, Sacrifice this artifact: Put a +1/+1 counter on target creature. Activate only as a sorcery.”)
Vigilance, lifelink At the beginning of each end step, if you gained life or glory this turn, you get a glory counter. (You lose glory counters before life. A player with ten or more glory counters wins the game.)
Whenever a land you control enters, create a 1/1 red Elemental creature token. Then if you control three or more Elementals, exile Aleryn, Trapseeker, then return him to the battlefield transformed under his owner's control.
Menace At the beginning of your upkeep, put a prize counter on target permanent you don't control. Whenever a permanent with a prize counter on it is put into a graveyard from the battlefield, return it to the battlefield under your control.
Harmony — Warriors you control get +1/+0 and gain menace until end of turn. Whenever Aleud Warcaller attacks, harmonize. (Trigger up to one harmony of a permanent you control.)