Amass Soldiers X, where X is the number of counters on permanents you control. (Put X +1/+1 counters on an Army you control. It's also a Soldier. If you don't control one, create an 0/0 black Soldier Army creature token first.)
Deploy 3 (As this enters, you may tap any number of other creatures you control with total power 3 or more.) When Coalition Alchemist enters deployed, return target instant or sorcery card from your graveyard to your hand.
Trample Deploy 3 (As this enters, you may tap any number of other creatures you control with total power 3 or more.) When Coalition Grenadier enters deployed, it deals 4 damage to target creature you don't control.
{T}: Add one mana of any color. {T}: Put a charge counter on Coalition Relic. At the beginning of your first main phase, remove all charge counters from Coalition Relic. Add one mana of any color for each charge counter removed this way.
Ward {2}(Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Attain {4}{U}({4}{U}: Transform this. Spend at least three colors of mana to activate this, and only as a sorcery.)
Submerge each creature you control. At the beginning of the next end step, you may turn any number of face down creatures you control face up. (To submerge a card, exile it, then put it on the battlefield face down under its owner's control as a 2/2 creature.)
Whenever Cocky Delinquent is dealt damage, you gain that much life and Cocky Delinquent deals that much damage to up to one target creature or planeswalker you don't control.
“What are they going to do? Give me more detentions to skip?”
For each permanent type, choose up to one target permanent of that type. Exile each of those permanents, then return them to the battlefield under your control. They gain haste until end of turn. At the beginning of your next end step, those permanents' owners gain control of them.
When Coercive Cardinal enters, choose an opponent. That player may have you gain 5 life. If the player doesn't, create two 1/1 white Cleric creature tokens.
“Give willingly, or give by force. The choice is yours.”
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Other artifacts you control have extort. Whenever a spell you control resolves, if it was extorted three or more times, each opponent discards a card and you draw a card.
Dominance — At the beginning of combat on your turn, if you control the creature with the greatest power or tied for the greatest power, you may pay {R}. If you do, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
Concord — When Coiling Spiritscale enters, return target permanent card from your graveyard to your hand. If there are four or more card types among permanents you control, you may return that card to the battlefield instead.
Whenever Coincutter Agent attacks, you draw a card and you lose 1 life.
“Gladefolk are unparalleled when it comes to thieving. Luckily for us, there's plenty around that want nothing to do with Corym's war.” —Damaris Alfahir
When Coincutter Fence enters, starting with you, each player may create a 2/1 red Rogue creature token with “This creature can't block.” For each opponent that does, create a Treasure token.