Flying As long as it's your turn, creatures you control get +3/+0 and have vigilance. As long as it's not your turn, creatures you control get +0/+3 and have lifelink.
Primal {2}{R}(During your turn, you may cast this spell for {2}{R} instead of playing a land.) Target creature gets +2/+0 and gains double strike until end of turn.
Have faith in every strike. Confidence is power, and power keeps you breathing.
Enchant creature Enchanted creature has lifelink and protection from its colors. This effect doesn't remove Shimmerhold. (This permanent can't be targeted, dealt damage, enchanted, or equipped by anything its color.)
Enchant creature Enchanted creature can't attack or block unless its controller pays {3}. Activated abilities of enchanted creature cost {3} more to activate.
Staring down the Lotus and merely being blinded would be a mercy.
Heretic (Whenever you cast a spell that doesn't share a color with this creature, it gets +1/+1 until end of turn.) {1}{B}: Lost Dancer becomes black and gains lifelink until end of turn.
Whenever you cast a black spell, you may exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step. Whenever you cast a red spell, you may have Haunted Sunseeker deal 1 damage to each creature.
Whenever Gravelocked Seeker blocks, return target creature card from your graveyard to the battlefield blocking a creature that's attacking you (even if that block would be illegal).
Look at the top five cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in any order.