When Dream Keeper enters, each player conjures a card named Fatigue and puts it on top of their library. (It's a colorless sorcery that costs {2} with “Draw a card.”) Whenever a player draws a card except the first one they draw in each of their draw steps, each opponent mills a card.
Enchant creature Whenever a creature dealt damage by enchanted creature this turn dies, put a +1/+1 counter on enchanted creature. When enchanted creature dies, draw a card.
In the moments after, nothing moved. Until Hadik slowly raised one blood soaked arm.
When Drift Tracer enters, search your library for a basic land card that shares a type with a basic land you control and put it onto the battlefield tapped, then shuffle.
When Driftpicker enters, you may return another non-Crab creature you control to its owner's hand. If you do, create two 1/1 white Bird creature tokens with flying.
It sifts through the Yron Bay at low tide, leaving what it does not want to the birds.
Gain control of target creature until end of turn. Untap it. It gets +2/+0 and gains haste until end of turn.
“There are legends of monsters that reject their once-trusted trainers to disastrous results. At least, we hope they are just legends.” —Professor Maple
When Driver of Hordes enters, create a tapped 2/2 black Zombie creature token. Unearth {3}{B}({3}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the end step or if it would leave the battlefield. Unearth only as a sorcery.)