Flying Menagerie — At the beginning of combat on your turn, if there are five or more creature types among creatures you control, create a 1/1 black Insect Spirit creature token with flying and you gain 1 life.
(Add a quest counter as this enters. Sacrifice after 3.) At the beginning of your end step, if you have more life than an opponent, add a quest counter. 1, 2 — Mill two cards. You may put one of those cards into your hand. If you do, you lose 3 life. Otherwise, you gain 3 life. 3 — Return target creature or planeswalker card from your graveyard to the battlefield.
Destroy target attacking or blocking creature. Flurry of Bolts deals 1 damage to each other attacking or blocking creature that creature's controller controls.
“Crossbows are a coward's weapon. They make a mockery of any honest battle.” —Isak, captured knight
Permanents you control gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to you this turn. You gain hexproof until end of turn.
Improve {R}({R}: Put a +1/+1 counter on this creature. This costs {1} more to activate for each +1/+1 counter on it. Improve only as a sorcery.) Whenever another creature you control with power less than or equal to Folkvar, Galdurheim Brawler's power attacks, Folkvar deals 1 damage to the player or planeswalker that creature is attacking and you gain 1 life.
Whenever a Plains you control enters, create a 1/1 white Soldier creature token. Whenever you attack, you may search your library for a Plains card, reveal it, put it into your hand, then shuffle.
{2}{W}: Reappropriate. When you do, choose X, where X is one plus the number of artifact and/or enchantment cards exiled this way. You may choose the same mode more than once. (To reappropriate, exile exactly two cards from your hand and/or graveyard.) • Exile target creature you own. At the beginning of the next end step, return that card to the battlefield under your control. • Scry 2. • Gain 3 life.
Equipped creature gets +1/+1. Sacrifice Forceglow Shield: Prevent all damage a source of your choice would deal to equipped creature this turn. Equip {2}
When Forebear of Hibernation enters, each player may search their library for a creature card, reveal it, put it into their hand, then shuffle. Then you choose a nonland card name. Spells with the chosen name cost {2} more to cast.
{W}, Exile Foretold Cataclysm from your hand: Exile target creature you control until the end of your next turn. You may cast Foretold Cataclysm from exile during your next turn. Activate only as a sorcery. Destroy all creatures.
{W}{W}, Exile a legendary creature card from your graveyard: If Forgotten Heir is a Peasant, it becomes a Human Noble Knight with base power and toughness 3/3, lifelink, and vigilance.
When Forlorned Knight enters, you may sacrifice another creature. If you do, create two 1/1 white Human creature tokens. Whenever you attack, if another creature died under your control this turn, creatures you control get +1/+1 until end of turn. Fleeting {W}{B}(You may cast this spell for its fleeting cost. If you do, sacrifice it at the beginning of the next end step.)
When Form of the Sunbird enters, it deals 4 damage to each creature. Your life total becomes 4. If you would lose the game, instead transform Form of the Sunbird.
Flying Whenever a creature in Forsaken Soulherd's pack dies, look at the top card of your library. If it's a creature card with equal or lesser power, you may reveal it and put it into your hand. If you didn't put that card into your hand, you may mill it. (Two or more creatures you control with equal power are in a pack.)