Roll a d20 and add the number of creature cards in your graveyard that were put there from the battlefield this turn. 1—14 | Return all creature cards in your graveyard that were put there from the battlefield this turn to your hand. 15+ | Return those cards from your graveyard to the battlefield.
At the beginning of your upkeep, you gain 2 life for each Shrine you control.
Roll two d10 and choose one result. Return a creature card from your graveyard to the battlefield with a number of +1/+1 counters on it equal to that result. Then each opponent loses X life and you gain X life, where X is the other result.
Flash Flying When this creature enters, exile target spell. It becomes plotted. (Its owner may cast it as a sorcery on a later turn without paying its mana cost.) Spells your opponents cast from graveyards or from exile cost {2} more to cast.
Defender (This creature can’t attack.) Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) {T}: The next time a source of your choice would deal damage this turn, that damage is dealt to Opal-Eye instead. {1}{W}: Prevent the next 1 damage that would be dealt to Opal-Eye this turn.
Enchant creature Enchanted creature has shroud as long as it’s untapped. (It can’t be the target of spells or abilities.)
Flying Creatures you control have “Whenever this creature becomes the target of a spell or ability, reveal the top card of your library. If it’s a land card, put it onto the battlefield. Otherwise, put it into your hand. This ability triggers only twice each turn.”
Choose up to two target permanent cards in your graveyard that were put there from the battlefield this turn. Return them to the battlefield tapped.
Fox offering (You may cast this spell any time you could cast an instant by sacrificing a Fox and paying the difference in mana costs between this and the sacrificed Fox. Mana cost includes color.) Whenever a creature attacks, you may gain 1 life.
Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard this turn, return that card to the battlefield.
If you would draw a card, look at the top three cards of your library instead. Put one of those cards into your hand and the rest on the bottom of your library in any order.
Sacrifice three white creatures: Exile target creature. Whenever another black creature you control dies, create a 1/1 white Spirit creature token with flying.
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it’s defeated, exile it, then cast it transformed.) When this Siege enters, look at target opponent’s hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs {2} more to cast. Defense: 3 // Lightshield Array At the beginning of your end step, put a +1/+1 counter on each creature that a...