Ve'aja, the First Bloodline's power is equal to the number of Clerics you control. Whenever another nontoken creature you control dies, you lose X life and create X 1/1 black Cleric creature tokens, where X is that creature's power.
Breach (Whenever this deals combat damage to a player, you may have it become an Aura Curse until your next turn. Attach it to that player.) At the beginning of your end step, you may choose a cursed opponent. If you do, draw a card unless that player pays 2 life for each Curse attached to them.
Whenever another Zombie you control enters, you may pay {1}{B}. If you do, exile target creature card from a graveyard. You gain life equal to its toughness.
The group soon realized they had better chances at surviving by running away instead of fighting.
Whenever you cast a noncreature spell, Pirates and Rogues you control get +1/+0 and gain trample until end of turn. Whenever this creature deals combat damage to a player, you may sacrifice it. If you do, return target instant or sorcery card from your graveyard to your hand.
Wise Old Oak enters tapped unless you control a basic Forest. {T}: Add {G}. {3}{G}{G}: Until end of turn, Wise Old Oak becomes a 4/4 green Treefolk creature with “Whenever this creature deals combat damage to a player, draw a card.” It's still a land.
Flying Lands you control have “{T}: Add {R}{R}. This land deals 2 damage to you.” {R}{R}{R}{R}{R}{R}: Shuffle your library, then exile the top three cards. You may cast one of them without paying its mana cost.
Enchant creature Enchanted creature gets +2/+2. Whenever an enchanted creature you control deals combat damage to a player, you may put a permanent card from your graveyard on top of your library.
When Clairvoyant Mage enters, scry 2. (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.)
When Leyran Spellchainer enters, return target instant or sorcery card from your graveyard to your hand. {2}{R}: Transform Leyran Spellchainer. Activate only if it's attacking.
Gestalt (When this or another creature enters under your control, you may merge it with the one in play, keeping counters and attachments. They become the permanent on top plus all abilities from under it.) This creature gets +2/+2 as long as it's merged with another card or token.
Animals soon disappeared from the camp, yet the nights never grew quieter in their absence.