Counter target spell. If that spell is countered this way, put that card on the top or bottom of its owner’s library instead of into that player’s graveyard.
First strike At the beginning of each upkeep, if no spells were cast last turn, transform Kruin Outlaw. 2/2 // Terror of Kruin Pass Creature — Werewolf Double strike Werewolves you control have menace. (They can’t be blocked except by two or more creatures.) At the beginning of each upkeep, if a player cast two or more spells last turn, transform Terror of Kruin Pass. 3/3
Champion an Elf (When this creature enters, sacrifice it unless you exile another Elf you control. When this creature leaves the battlefield, that card returns to the battlefield.) {2}{G}: Create a 2/2 green Wolf creature token. Wolves you control have deathtouch. 5/5
({T}: Add {U}.) Mystic Sanctuary enters tapped unless you control three or more other Islands. When Mystic Sanctuary enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Imprint — When Summoner’s Egg enters, you may exile a card from your hand face down. When Summoner’s Egg dies, turn the exiled card face up. If it’s a creature card, put it onto the battlefield under your control. 0/4
Whenever you gain life, target opponent loses that much life. {3}{B}{B}: Creatures you control gain lifelink until end of turn. 1/3
{T}: Add {C}. {2}{W}{B}, {T}: Creatures you control gain deathtouch and lifelink until end of turn.
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card. 2/2
As Xenograft enters, choose a creature type. Each creature you control is the chosen type in addition to its other types.
+1: Until end of turn, up to one target creature gets +1/+1 and gains first strike, vigilance, and lifelink. −2: Put a +1/+1 counter on each creature you control and a loyalty counter on each other planeswalker you control. −7: You get an emblem with “If a source would deal damage to you or a planeswalker you control, prevent all but 1 of that damage.” Loyalty: 4
Incinerate deals 3 damage to any target. A creature dealt damage this way can’t be regenerated this turn.
{T}: Add {C}. {1}, {T}: Until end of turn, your opponents and creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn’t have hexproof.
Whenever you cast a Knight spell, create a 1/1 white Human creature token. Every Ardenvale aspirant must step through the flame. Their honor determines whether they burn or shine. 2/2
Kicker {5} (You may pay an additional {5} as you cast this spell.) Create a token that’s a copy of target creature. If this spell was kicked, create five of those tokens instead.