Pressure {2}{G}{G}(You may cast this spell for its pressure cost if there are seven or more cards in your graveyard.) Trample, hexproof Shambling Dreadreef's power and toughness are each equal to the total number of land cards you own on the battlefield and in your graveyard.
As long as Shambling Morass is on the battlefield or in your graveyard, it's a land in addition to its other types. When Shambling Morass dies, you may pay {1}. If you do, you draw a card and you lose 1 life.
Equipped creature has haste. At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary if equipped creature is legendary. That token gains haste. Exile it at the beginning of the next end step. Equip {2}
Improve {1}{R}({1}{R}: 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.) When Siegebreaker Ogre enters, create two 1/1 red Goblin creature tokens with haste.
[+1]: Create a 1/1 colorless Elemental creature token. Put a loyalty counter on each planeswalker you control. [+1]: Untap up to two target permanents. [–7]: You get an emblem with “Whenever you create a token, draw a card.” Create three 4/4 green Chimera creature tokens.
Whenever you pay a tithe, you may pay {2}. If you do, each opponent loses 3 life and you gain 3 life.
“New Alores is a city of indulgence. Parades in the streets, fools held as royalty. It's the elder-clergy's duty to remind them who their sovereign is.”
At the beginning of each end step, if you gained life this turn, you get a glory counter. (You lose glory counters before life. A player with ten or more glory counters wins the game.)
The first breach linked Pelastrov to the Slaffield, a parallel world where tall grasses replaced urban sprawl. The Pelaski settled it as farmland and put its native species to work.
Flying, trample, haste {W}{U}{B}{R}{G}: Create a token that's a copy of another target creature except it's all colors and has haste. {W}{U}{B}{R}{G}, Exile Soul of Iscathia from your graveyard: Create a token that's a copy of target creature except it's all colors and has haste.
Sparkmage Prodigy has first strike as long as it's your turn. Whenever you cast a cryptic spell, Sparkmage Prodigy deals 1 damage to each opponent. (Artifacts, enchantments, and modal spells are cryptic.)
Flash (You may cast this spell any time you could cast an instant.) When Spell Shackle enters, exile target instant or sorcery spell. (That spell won't resolve.) {1}{U}, Sacrifice Spell Shackle: Cast the exiled card without paying its mana cost.
Flying Shimmer (Whenever this creature attacks, create a tapped and attacking token that's a copy of it. Exile the token at the beginning of the end step.)
Equipped creature gets +1/+1. At the beginning of combat on your turn, choose flying, first strike, vigilance, trample, or haste. Equipped creature gains that ability until end of turn. Equip {2}
Shimmer (Whenever this creature attacks, create a tapped and attacking token that's a copy of it. Exile the token at the beginning of the end step.) Each other creature you control gets +1/+1 for each creature you control with the same name as it. (A token's name is its creature types unless specified.)
Choose one or three — • Target opponent loses 3 life. • Return target creature card with mana value 3 or less from your graveyard to the battlefield. • Conjure a card named Fatigue and put it on top of your library. (It's a colorless sorcery that costs {2} with “Draw a card.”)