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Removal
Choose one — • Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle. • Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control. • Exile target artifact or enchantment.

Destroy target enchantment. Clash with an opponent. If you win, destroy all enchantments your opponents control. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)

+1: Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. −3: Destroy target artifact, enchantment, or creature with flying. −8: You get an emblem with "Creatures you control get +2/+2 and have vigilance, trample, and indestructible."

Removal
Finisher
Finisher
Protection
Protection
Tokens
Tokens
Creature
Creature
Pump
Trample Champion a Treefolk or Warrior (When this enters, sacrifice it unless you exile another Treefolk or Warrior you control. When this leaves the battlefield, that card returns to the battlefield.) Whenever a creature you control becomes blocked, it gets +0/+5 until end of turn.

Pump
Tutor
Tutor
Draw
Draw
Ramp
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.

As this artifact enters, choose a creature type. Creature spells you cast of the chosen type cost {1} less to cast. At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.

Ramp
Maybeboard
When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.

Maybeboard
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