Each instant and sorcery card in your graveyard gains agonize until end of turn. Agonize (You may cast this card from your graveyard by putting a -1/-1 counter on a creature you control in addition to paying its other costs. Then exile this card.)
As Warmonger Contraption enters the battlefield, choose a creature type. Warmonger Contraption is the chosen type in addition to its other types. Warmonger Contraption's power and toughness are each equal to the number of creatures of the chosen type you control.
“Don't stray any further from the villages than the crows do. In the wilderness beyond them live the true monsters, who will attack you as soon as look at you. Stay to the roads, and you'll be safe.” —Professor Maple
Ghouls are often found skulking on the fringes of great battles, showing themselves only to snatch the wounded and weak, dragging their victims screaming into the shadows.
You may pay {0} rather than pay the glitch cost for spells you cast. Whenever you cast a glitched spell, Warped Glitchmage deals 1 damage to target opponent.
Warped Recluse can't be blocked by creatures with greater power. Whenever Warped Recluse attacks and isn't blocked, exile target creature defending player controls. At the beginning of that card's owner's next upkeep, return it to the battlefield under their control.
Target creature you control gets +1/+1 and gains indestructible until end of turn. Fabled {3}{W}{W}(Then if you cast this for its fabled cost, put it onto the battlefield transformed attached to that creature.)
When Warrior of the Folded Fan dies, invigorate 2. (Choose a creature with the least power among creatures you control and put two +1/+1 counters on it.)
When one of the Folded Fan falls, his brothers do not mourn. Instead, they fight with increased resolve to ensure his death was not in vain.
Equipped creature gets +1/+1. As long as equipped creature is a Warrior, it has first strike. Equip {1}({1}: Attach to target creature you control. Equip only as a sorcery.)
Enchant creature When Warrior's Discipline enters the battlefield, put a +1/+1 counter on enchanted creature. Whenever enchanted creature deals combat damage to a player, double the number of +1/+1 counters on it.
Invigorate 1, then untap each creature you control with a +1/+1 counter on it. (Choose a creature with the least power among creatures you control and put a +1/+1 counter on it.)
To unlock the blade's true potential, a warrior must become one with it.
When Warrior's Perspective enters the battlefield, invigorate 1. (Choose a creature with the least power among creatures you control and put a +1/+1 counter on it.) Whenever a creature you control with a +1/+1 counter on it becomes tapped, you may draw a card. If you do, discard a card.
Creatures you control get +1/+0 and attack each turn if able. As long as you control four or more Mountains, attacking creatures you control get an additional +1/+0 and have first strike.
You may put a Dragon creature card from your hand onto the battlefield. That creature gains haste until end of turn. Return it to its owner's hand at the beginning of the next end step.
“As Sveth's hand trailed blood on his friend's snout, he asked for vengeance.” —Azamir, “Prince And Dragonheart”