At the beginning of your upkeep, you lose 1 life and choose one — • Investigate. (Create a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”) • You may sacrifice an artifact. If you do, draw a card.
Flying, vigilance At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, put a +1/+1 counter on Horizon Prophet.
Flying Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever Honorable Mentor mentors a creature, that creature and Honorable Mentor each gain first strike until end of turn.
Flying, trample Harbinger of Falling Skies enters with X +1/+1 counters on it. Whenever Harbinger of Falling Skies attacks, you may remove a +1/+1 counter from it. If you do, draw a card.
Flying As long as you control an equipped creature, Guide of Heroes gets +1/+1 and has first strike. As long as you control an enchanted creature, Guide of Heroes gets +1/+1 and has vigilance.
Whenever a land you control enters, add one mana of any color. Whenever Enraged Fangwurm attacks, you may sacrifice a land. If you do, Enraged Fangwurm deals 2 damage to target player or planeswalker.
Menace When The Duneborn Host enters, mill four cards. Whenever a card is put into your graveyard from anywhere, each opponent loses 1 life and you gain 1 life. Whenever a card leaves your graveyard, create a 2/2 black Zombie creature token.
Menace, haste Whenever another creature dies, you get a blood counter. {B}{R}, Pay two blood counters: Return Dthan, Who Bloodies the Sands from your graveyard to the battlefield.
Choose three. You may choose the same mode more than once. • Put a +1/+1 counter on up to one target creature you control, then you may have it fight target creature you don't control. • Target player creates a 2/2 green Lizard creature token. • You mill four cards and gain 4 life.
Vigilance {X}{G}, {T}: Ylda, the Wild Soul becomes a copy of target creature you control with mana value X, except it has this ability and vigilance. Activate only as a sorcery.
As Unlikely Growth enters, choose grow or maintain. Whenever a land you control enters, • Grow — Put a +1/+1 counter on target creature you control. • Maintain — Target creature you control gains trample and indestructible until end of turn.
Trample Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever Tribal Guard mentors a creature, that creature gains trample until end of turn.