Flash Flying When Mending Valkyrie enters, choose target permanent you own or permanent card with mana value 3 or less in your graveyard. You may return it to your hand.
As Mercantile Accords enters, choose a number. Whenever an opponent casts a spell with the chosen mana value, you draw a card and create a Treasure token.
“No one beats my prices. At least, not for very long.” —Ramzi, traveling merchant
Adorned — Mercenary Lancer gets +2/+2 as long as it's equipped and/or enchanted.
There has not been war between Daeland and Caulder for almost fifteen years. In that time, mercenaries looking to make a living could either turn to banditry or tourneys.
Whenever Merrow Legendmaker attacks, look at the top five cards of your library. You may reveal an Aura, Aurashaper, or Equipment card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Embellish {4}{W}(If you cast this spell for {4}{W}, create a 1/1 blue Thopter artifact creature token with flying when it enters.) When Meticulous Mechanist enters, scry 1.
Creatures you control gain flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, haste, hexproof, indestructible, lifelink, trample, vigilance, and prowess.
(Add a quest counter as this enters. Sacrifice after 3.) Whenever you cast a legendary spell, add a quest counter. Look at the top seven cards of your library. You may reveal up to two legendary cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order. You gain 5 life. Destroy all nonlegendary creatures.
At the beginning of your upkeep, you gain 1 life for each creature you control. {3}{W}: Create a 1/1 white Soldier creature token. Activate only if you have the highest life total among all players.
When Militia Surgeon enters, you gain 2 life. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)