Hall of Triumph

As Hall of Triumph enters, choose a color.
Creatures you control of the chosen color get +1/+1.

Burrenton Forge-Tender

Protection from red
Sacrifice Burrenton Forge-Tender: Prevent all damage a red source of your choice would deal this turn.

Bow of the Hunter

Equipped creature has “: This creature deals 2 damage to any target.”
Equip

The Champion

, , Exile The Champion: Search your library for a legendary artifact card that isn’t a creature, reveal it, and put it onto the battlefield. Then shuffle your library.

The Destined

Spells you control that target a creature you control cost less to cast.

Hall of Triumph

As Hall of Triumph enters, choose a color.
Creatures you control of the chosen color get +1/+1.

The Provider

Exile The Provider: Put two +1/+1 counters on target creature you control. You gain life equal to that creature’s toughness.

The Warmonger

Exile The Warmonger: Creatures you control get +2/+0 and gain haste until end of turn.

The General

Exile The General: Creatures you control get +1/+1 until end of turn. Untap them.

The Explorer

You may play an additional land on each of your turns.

The Savant

Exile The Savant: Tap all creatures your opponents control. Those creatures don’t untap during their controllers’ next untap steps.

The Vanquisher

Your starting hand size is increased by one.
Your maximum hand size is increased by one.

The Tyrant

Exile The Tyrant: Creatures your opponents control get -1/-1 until end of turn.

The Warrior

: Target creature you control gains haste until end of turn.

The Hunter

: Target creature you control gets +1/+1 until end of turn.

The Protector

: Prevent the next 1 damage that would be dealt to any target this turn.

The Slayer

You start the game with an additional 7 life.

The Avenger

, : Target creature you control gains deathtouch until end of turn.