Menace If another Dwarf or Elf you control would deal damage to an opponent or permanent an opponent controls, it deals that much damage plus 1 instead. {2}{R}: Create a 1/1 red Dwarf creature token.
Flying Whenever Hecatomb Haunter enters or attacks, up to one other target nonland permanent phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
When this creature enters, it seeks secrets or valor. (Give it that Oath Aura. Fulfill secrets by attacking with it and two or more other creatures to draw a card. Fulfill valor by dealing combat damage to a player to create a 2/1 white Soldier token.) Arise {3}{B}{B}({3}{B}{B}, Exile this from your graveyard as a sorcery: Create a black token copy of it that's also a Zombie and can't block.)
Hellfire Crater enters tapped. When it enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {T}: Add {B} or {R}.
At day, a mundane crack in the earth. At night, a portal for the damned.
Menace, trample Hellfreaks gets +1/+0 for each Curse you control. Hellfreaks gets +1/+0 for each instant and sorcery card you own in exile and in your graveyard.
When Helvault, Shard of the Moon enters, for each player, exile up to one other target nonland permanent that player controls until Helvault, Shard of the Moon leaves the battlefield. When you exile a permanent you control this way, draw three cards. {T}: Add {C}{C}{C}{C}{C}. Cycling {2}({2}, Discard this card: Draw a card.)
Siphon (Each -1/-1 counter you put on your creatures up to their remaining toughness while casting this pays for {1}.) Choose up to X, where X is the amount of mana spent to cast this spell — • Target creature gets -3/-3 until end of turn. • Surveil 2. • Create a 1/1 black Bat creature token with flying and “This creature can't block.”
Flash Flying, vigilance When Henrick enters, exile target spell. For as long as that card remains exiled, its owner may play it without paying its mana cost. Spells players cast from anywhere but their hands cost {X} more to cast, where X is the number of creatures with flying you control.
When this creature enters, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs {2} more to cast. Arise {2}{W}{W}({2}{W}{W}, Exile this from your graveyard as a sorcery: Create a black token copy of it that's also a Zombie and can't block.)
Reach As long as you control an artifact or an enchantment, Heron's Grace Patrol gets +1/+1 and has vigilance. {2}{G}{W}, {T}: Mill three cards. You may return a permanent card milled this way to your hand.
Whenever this creature enters or attacks, create a 2/1 white Soldier creature token. Exile up to one target nonland permanent with mana value 3 or less an opponent controls until that token leaves the battlefield. Other permanents you control have ward {1}.
Whenever this creature enters or attacks, each player discards a card. If one or more land cards were discarded this way, this creature gains deathtouch until end of turn. At the beginning of each opponent's end step, if that player didn't cast a spell this turn, that player loses 2 life and you gain 2 life.
Whenever this creature enters or attacks, put two -1/-1 counters on up to one target creature with power less than this creature's power. Whenever another creature dies, you gain 2 life. If you controlled that creature, draw a card.
Whenever this creature enters or attacks, you may put a creature card with mana value 2 or less from your hand onto the battlefield. If you do, draw a card. Sacrifice that creature at the beginning of the next end step. If a creature would enter under your control during combat on your turn, that creature enters tapped and attacking.
Return target creature card from your graveyard to the battlefield if its mana value is 3 or less or if this spell was foretold. Foretell {3}{W}(During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Fate had brought them together, and it seemed it would keep them such even in the chaos of war.
Whenever an opponent casts a spell, if no mana was spent to cast it or it has mana value greater than the number of lands that player controls, counter that spell. {G/W}, Sacrifice this creature: Citizens and Peasants you control get +1/+1 and gain indestructible until end of turn.
When this creature enters, create a 2/2 black Zombie creature token. That token seeks secrets and gains haste until end of turn. (Give it that Oath Aura. Fulfill it by attacking with it and two or more other creatures to draw a card.)
When Hunter's Arsenal enters, create a Weapon token. (It's an Equipment artifact with “Equipped creature gets +1/+1” and equip {2}.) {1}, {T}, Sacrifice Hunter's Arsenal: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You gain 2 life.
Flash When this creature enters, look at the top six cards of your library. You may reveal an instant card or card with flash from among them and put it into your hand. Put the rest on the bottom in a random order.
Imisti enters with a concoction counter on it for each land card in your graveyard. {1}{G}, Remove any number of concoction counters from Imisti: You gain that much life. {3}{B}, Remove any number of concoction counters from Imisti: It deals that much damage to target creature or planeswalker.