Flying Aedryd, Spectral Liege's power and toughness are each equal to the number of creatures you control. {2}{W/U}: Another target creature you control gains flying until end of turn. When that creature leaves the battlefield this turn, create a 1/1 white Spirit creature token with flying.
Flying Ward {2}(Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Angel of the Flock's power and toughness are each equal to the number of creatures you control.
First mate — Each land card in your starting deck has a different name. (If this card outside the game is your chosen first mate, you may swap it with a card in your opening hand.) Lifelink, vigilance Asabeth of the Intrepid's power and toughness are each equal to the number of lands you control.
Autumn Ward's power and toughness are each equal to the number of creature cards in your graveyard. Unveil {2}{B}{G}({2}{B}{G}: Transform this. Unveil only as a sorcery.)
Bestial Mob's power and toughness are each equal to the number of creatures you control. Whenever Bestial Mob deals combat damage to a player, destroy target creature with toughness less than Bestial Mob's power.
Search your library for a land card, put it onto the battlefield tapped, then shuffle. Coalesce {5}{G}{G}(You may cast this from your graveyard for {5}{G}{G}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.) Beyond All Horizons's power and toughness are each equal to the number of lands you control.
You lose 1 life and exile the top card of your library. You may repeat this process any number of times. Then put up to two cards exiled this way into your hand. Coalesce {5}{B}{B}(You may cast this from your graveyard for {5}{B}{B}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.) Black Hole Musings's power is equal to the number of cards in exile.
Your life total becomes 20. Coalesce {8}{W}{W}{W}{W}(You may cast this from your graveyard for {8}{W}{W}{W}{W}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.) Born Anew's power and toughness are each equal to your life total.
Captain of the Militia's power and toughness are each equal to the number of creatures you control. Adorned — Creatures you control have vigilance as long as Captain of the Militia is equipped and/or enchanted.
Deathwind Survivor's power and toughness are each equal to the number of enchantments you control. Whenever an enchantment you control enters, put a +1/+1 counter on target creature.
Archive 5 (As this enters, shuffle the top five cards of your main library into a new face up library. Sacrifice this after the archived library is empty.) Encylopetia's power and toughness are each equal to the number of cards in the archived library. At the beginning of your upkeep, exile a card from the archived library at random. You may play it this turn.
Menace Evanescent Soulcatcher's power and toughness are each equal to the number of cards in exile. {2}, Exile a card from your hand: Regenerate Evanescent Soulcatcher.
(Color indicator: Garden Cherub is white and green)
Garden Cherub's power and toughness are each equal to the number of creatures you control. Garden Cherub can't be blocked by creatures with power 2 or less.
Archive 6 Grohl's Study's power and toughness are each equal to the number of cards in the archived library. Whenever Grohl's Study deals combat damage to a player, you may put a card from the archived library into your hand.
Reveal the top three cards of your library. Put up to one creature or Revelation card from among them into your hand and the rest into your graveyard. Coalesce {6}{G}(You may cast this from your graveyard for {6}{G}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.) Hold Life in Taloned Grasp's power is equal to the number of cards in your graveyard.
Trample Hollow Survivor's power and toughness are each equal to the number of cards in your hand. Whenever Hollow Survivor deals combat damage to a player, draw a card.
Protection from mana values lower than Ironwood Elemental's power (This permanent can't be blocked, targeted, dealt damage, or enchanted by anything with mana value lower than this creature's power.) Ironwood Elemental's power and toughness are each equal to the number of creatures you control.
As an additional cost to cast this spell, return any number of creatures you control to their owner's hands. This spell costs {2} less to cast for each creature returned in this way. Trample, ward {3} Keepers of the Rundfora's power and toughness are each equal to twice the number of cards in your hand.