Whenever Combat Technician attacks, create a 1/1 colorless Servo artifact creature token that's tapped and attacking. Then Combat Technician gets +1/+1 until end of turn for each artifact you control.
Creatures you control get +2/+0 until end of turn. Whenever an opponent fails a trial, if Combatant Conflagration is in your graveyard, target creature you control gets +2/+0 until end of turn.
Choose target creature you control, then choose two — • Put a +1/+1 counter on it. • Put a lifelink counter on it. • That creature gains indestructible until end of turn.
Exile the top two cards of your library. You may play those cards until the end of your next turn. Whenever you play one of those cards, rouse 1. (Put a +1/+1 counter on a permanent you control. If it isn't a creature, tap it and it becomes a 0/0 creature in addition to its other types.)
Destroy target creature with flying. If that creature had power 4 or greater, you gain 4 life.
Three collars are attainable by Nangjiao Hunters by catching the plane's most elusive prey—a kraken from the deep, a mammoth from the land, and a dragon from the sky.
Put a +1/+1 counter on target creature you control. It can't be blocked by more than one creature this turn. Whenever a creature you control attacks alone, return Come Out and Play from your graveyard to your hand.
At the beginning of your upkeep, exile the top card of your library. If that card has mana value 2 or less, you may play it from exile this turn. [+1]: Create a 1/1 colorless Servo artifact creature token. If you exiled an artifact or creature card this turn, create two instead. [0]: Create a Treasure token. If you exiled a card that had a mana ability this turn, create two instead. [–1]: Comet deals 2 damage to any target. If you exiled an instant or sorcery card this turn, Comet deals 2 damage to any target.
Whenever a -1/-1 counter is put on a creature you control, you gain 1 life. {1}{B}, Pay 1 life: Untap target Cleric. You may remove a -1/-1 counter from that creature.
Flying At the beginning of each opponent's end step, if you drew a card this turn, you get a glory counter. (You lose glory counters before life. A player with ten or more glory counters wins the game.)
This spell costs {X} less to cast, where X is the greatest power among creatures you control. Tap up to three target creatures. They don't untap during their controller's next untap step.
Flash When Comforting Presence enters, return target spell with mana value 2 or less to its owner's hand. Whenever an opponent casts their second spell each turn, draw a card.
Lifelink Partner with Imperator Valtasius (When this creature enters, target player may put Imperator Valtasius into their hand from their library, then shuffle.) At the beginning of your upkeep, return target Soldier card from your graveyard to your hand.
When Commander of the Cavalry enters, you may search your library for a creature card with ride, reveal it, and put it into your hand. If you do, shuffle. {X}, {T}: Put a creature card with ride and mana value X or less from your hand onto the battlefield transformed and attached to another target creature you control without a Steed attached to it.
{R}: You may put a Rebel creature card from your hand onto the battlefield. That creature gains haste. Sacrifice the creature at the beginning of the next end step.
Enchant creature Enchanted creature gets +2/+2. When enchanted creature dies, amass Soldiers 2. (Put two +1/+1 counters on an Army you control. It's also a Soldier. If you don't control one, create an 0/0 black Soldier Army creature token first.)
Flash When Commanding Princess enters, choose two — • Commanding Princess deals 2 damage to any target and you gain 2 life. • Return target permanent card with mana value 2 or less from your graveyard to your hand. • Destroy target artifact or enchantment. • Create a 1/1 colorless Shapeshifter creature token with changeling.
Target creature you control deals damage equal to its power to up to one other target creature. Then if you've cast another spell this turn, the creature you control gains double strike until end of turn.
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Look at the top five cards of your library. You may reveal an enchantment or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.