Flying Whenever Rubble Scavenger deals combat damage to a player, you may return target artifact card with mana value 4 or less from your graveyard to the battlefield.
Trample Rubble Tender's power and toughness are each equal to the number of land cards in your graveyard. At the beginning of your upkeep, sacrifice a land, then search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
[+1]: Up to one other target permanent gains hexproof until your next turn. Untap it. [–3]: Put target nonland permanent into its owner's library third from the top. [–8]: Shuffle any number of cards you own from your graveyard and/or outside the game into your library. You get an emblem with “Permanents you control have ‘{T}: Draw a card.'”
Create a 0/0 green Wurm creature token with “This creature gets +1/+1 for each permanent card in your graveyard.” If you would draw a card, you may instead sacrifice two lands and mill two cards. If you do, return Ruchong Awakening from your graveyard to your hand.
Flying If a +1/+1 counter would be put on a creature you control, you may instead put your choice of a flying counter, a vigilance counter, or a trample counter on it.
“Worst rat infestation we've had in years, no doubt. But mark my words, when those so-called ‘adventurers' come to wipe them out, we'll have a far more pressing vermin problem on our hands.” —Toren, town elder
Trample Players can't activate abilities of nonbasic, noncreature permanents.
“Those faithful few that had waited patiently in the pumpkin patch for the return of their harvest god were spared. The rest fed the plants.” —Azamir, “Grim Harvest”
Whenever a creature you control enters, you may have it get +1/+1 until end of turn. If you do, it fights target creature. (Each deals damage equal to its power to the other.)
You have hexproof. Creatures you don't control have base power and toughness 1/1 and lose all abilities. Nonbasic lands you don't control don't untap during their controller's untap step.
Whenever a creature you control enters, you may have it deal damage equal to its power to another target creature or planeswalker. I, II, III — Exile the top two cards of your library. You may put a creature card from among them onto the battlefield with a +1/+1 counter on it. It gains haste. IV — Creatures you control get +3/+3 and gain trample until end of turn.
Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control. Madness {3}{G}(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)