Target creature gains hexproof until end of turn. Create a colorless artifact token named Lotus Petal with “{T}, Sacrifice this artifact: Add one mana of any color.”
Cypress quickly discovered that the Ontarachie was a great place to hide and watch nature.
When Marshal of Brethren enters, amass Soldiers 1. (Put a +1/+1 counter 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.)
“A brother is only a brother as long as he acts the part of family.”
Target creature gets +1/+1 until end of turn. Then draw a card if that creature is a Warrior.
The four fighters danced around the towering god. Hadik and Rekha's spears struck from a distance while Kalemn and Helene matched Masha's crushing strength with their own.
“Aspire to be like Golna the loving, and respect the creatures of hoof and wing. Had he lived to see her, he would be the greatest angel of bounteous Martoob.” —The Tale of Kings
Lionize {1}{G}({1}{G}, Exile this card from your hand: Put a +1/+1 counter on target creature and it gains the following ability until end of turn. You may cast this card on a later turn from exile.) This creature assigns combat damage equal to its toughness rather than its power.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When Martoob Watershaper enters, tap target creature. It doesn't untap during its controller's next untap step.
Spirited (When this creature enters, you may activate one of its activated abilities without paying its cost.) {1}, {T}: Look at the top card of your library. You may put the card back or into your graveyard.
Art of war — At the beginning of your end step, if Masamori Ranger dealt damage to an opponent this turn, search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When Mass Orator enters, if it isn't a token, populate. (Create a token that's a copy of a creature token you control.) Creature tokens you control get +1/+1.
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever Master of Ancient Ways mentors a creature, that creature gains double strike until end of turn.
Enchant creature Enchanted creature gets +1/+1. {W}: Enchanted creature gains vigilance until end of turn. {1}{W}: Enchanted creature gains first strike until end of turn.
Target creature you control gets +1/+0 until end of turn. It fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
The claws were upon the hero's throat faster than he could plead with the gods.