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Protection
Amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) You and permanents you control gain hexproof until end of turn. (You and they can't be the targets of spells or abilities your opponents control.)
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Protection
Removal
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
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Removal
Attack Alone
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase.
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Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, you may search your library for an Aura card that could enchant that creature, put it onto the battlefield attached to that creature, then shuffle.
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Attack Alone
Evasion
Evasion
Token Generation
Whenever you draw a card, put a +1/+1 counter on this creature. When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
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Token Generation
Attack Effect
Attack Effect
Group Tactics
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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+1: Put a loyalty counter on Huatli for each creature you control. −1: Target creature gets +X/+X until end of turn, where X is the number of creatures you control. −8: You get an emblem with "Whenever a creature you control enters, you may draw a card."
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Group Tactics
Ramp
Ramp
Tutoring
Tutoring
Board Wipe
Board Wipe
Land
Land
Recursion
Recursion
Maybeboard
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target creature with power 4 or greater. • Destroy target enchantment. • Put a +1/+1 counter on each creature target player controls.
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Daxos can't be blocked by creatures with power 3 or greater. Whenever Daxos deals combat damage to a player, exile the top card of that player's library. You gain life equal to that card's mana value. Until end of turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
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+1: Put a loyalty counter on Huatli for each creature you control. −1: Target creature gets +X/+X until end of turn, where X is the number of creatures you control. −8: You get an emblem with "Whenever a creature you control enters, you may draw a card."
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Majestic Myriarch's power and toughness are each equal to twice the number of creatures you control. At the beginning of each combat, this creature gains flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
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