Whenever you cast a spell during another player's turn, monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.)
Believing the terrors of the sea to be confined to it is the last mistake of many.
Flying, haste Dominance — At the beginning of combat on your turn, if you control the creature with the greatest power or tied for the greatest power, you may pay {1}{R}. If you do, return Issbarren Phoenix from your graveyard to the battlefield.
When Frostfield Swordsman enters, arm it. (Create a colorless Equipment artifact token with “Equipped creature gets +1/+0” and equip {2}, then attach it to that creature.)
Dominance — When Dragon Queen's Pupil enters, put a +1/+1 counter on it if you control the creature with the greatest power or tied for the greatest power.
“Anyone can have talent. I take under my wing only the rare few with true ambition.” —Syrina, the Dragon Queen
Haste Dominance — {T}: Create a 5/5 red Dragon creature token with flying. Activate only if you control the creature with the greatest power or tied for the greatest power.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Fabled {3}{R}{R}(Then if you cast this for its fabled cost, put it onto the battlefield transformed attached to that creature.)
The citadel had taken years of work from human, bear, and fox alike to complete. It was a stalwart testament to the Rakkiri's ideals of peace and coexistence—but in the end, it burned like so much firewood.
Dominance — At the beginning of combat on your turn, if you control the creature with the greatest power or tied for the greatest power, you may pay {R}. If you do, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
Casualty of War deals 4 damage to target creature or planeswalker. {2}{R}{R}, Exile Casualty of War from your graveyard: Arm up to two target creatures you control. Activate only as a sorcery. (Create a colorless Equipment artifact token with “Equipped creature gets +1/+0” and equip {2}, then attach it to that creature.)
“Day 13. The illness shows no signs of abating. I only hope I can protect my new companion for as long as it chooses to stay.” —a pilgrim's journal, found beside an empty pack of supplies
Enchant creature you control Enchanted creature gets +1/+1. When enchanted creature dies, return it to the battlefield under your control, then arm it. (Create a colorless Equipment artifact token with “Equipped creature gets +1/+0” and equip {2}, then attach it to that creature.)