Equipped creature gets +2/+1. Whenever a creature you control enters, you may have equipped creature gain your choice of flying, vigilance, first strike or trample until end of turn. Equip {3}({3}: Attach to target creature you control. Equip only as a sorcery.)
Search your library for a land card, reveal it, put it into your hand, then shuffle.
“My connection to this plane is unlike anything you could imagine. I understand what it wants, that's why I'm in charge.” —Pandora, Warden of Khaliz-Dorahn
Scry 2, then reveal the top card of your library. If it's a basic land card, put it onto the battlefield tapped. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Whenever one or more creatures you control attack, create a 1/1 white Soldier creature token that's tapped and attacking. {3}{W}: Creatures you control get +1/+1 until end of turn.
When Taiyohata's Dominion enters, draw a card, then choose a creature card name. Once each turn, when a creature with the chosen name you control enters, you may create a 1/1 colorless Samurai creature token.
Enchant creature You control enchanted creature. At the beginning of your upkeep, enchanted creature's owner may have you draw three cards. If they do, sacrifice Take For Ransom.
Whenever you cast a red instant or sorcery spell, you may exile a nonred instant or sorcery card from your graveyard. If you do, you may copy the exiled card and cast the copy without paying its mana cost.
Whenever a white creature you control enters, you may exile a nonwhite creature card from your graveyard. If you do, create a token that's a copy of that card.
Trample {3}{B}{G}, Discard two cards: Return Tammil and Sulei, the Guides and another target creature card from your graveyard to the battlefield tapped.