(Add a quest counter as this enters. Sacrifice after 3.) Whenever one or more creatures you control survive damage, add a quest counter. You may put a creature card with mana value 2 or less from your hand onto the battlefield. Put two +1/+1 counters on target creature you control. Choose target creature you control. You draw cards equal to half that creature's power, rounded down.
Creatures you control get +3/+3 and gain trample until end of turn. Menagerie — If there are five or more creature types among creatures you control, until end of turn, each of those creatures can't be blocked by more than one creature.
This spell can't be countered. Haste Whenever a creature dealt damage by Ripper of the Fang Den this turn dies, put X +1/+1 counters on Ripper, where X is his power.
This spell has flash as long as you control a creature with power 4 or greater. Target creature you control deals damage equal to its power to target creature you don't control.
In the Fang Den, whoever strikes first usually also strikes last.
Whenever another creature you control enters, if its power is greater than Scalebruiser's power, put a +1/+1 counter on Scalebruiser. As long as Scalebruiser's power is 4 or greater, each other creature you control enters with an additional +1/+1 counter on it.
As an additional cost to cast this spell, sacrifice a creature. Search your library for a creature card that shares a creature type with the sacrificed creature with mana value less than or equal to X plus the sacrificed creature's mana value, put it onto the battlefield, then shuffle.
Menagerie — {1}{G}: Slipsand Hornshell gains indestructible until end of turn. Tap it. Activate only if there are five or more creature types among creatures you control.
The harsh climate of the Slipsands breeds denizens with the toughest of exteriors.
You may pay {1}{G} and tap an untapped Soldier you control rather than pay this spell's mana cost. Put two +1/+1 counters on target creature. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Return target card from your graveyard to your hand. {1}{G}, Tap an untapped Shaman you control, Exile Whisper of the Wild from your graveyard: Return target card from your graveyard to your hand.
When Alaina enters, each opponent loses X life and you gain X life, where X is the number of Clerics you control. {W}{B}, Pay 2 life: Return Alaina from your graveyard to your hand. Activate only if you have more life than your starting life total.
(Add a quest counter as this enters. Sacrifice after 3.) At the beginning of your end step, if you cast no spells this turn, add a quest counter. Untap each creature you control. Until your next turn, they gain “{T}: Scry 1.” Scry 2, then draw two cards. You gain 2 life.
Flying When Azos enters, each opponent reveals their hand. You choose any number of nonland cards in players' hands and/or creatures on the battlefield with total mana value 7 or less. Exile those cards and/or permanents.
Vigilance Whenever Bartimus attacks, another target attacking creature gets +1/+1 until end of turn. If that creature is a Soldier, put a +1/+1 counter on it instead.