Scheming Fence

As Scheming Fence enters, you may choose a nonland permanent.
Activated abilities of the chosen permanent can’t be activated.
Scheming Fence has all activated abilities of the chosen permanent except for loyalty abilities. You may spend mana as though it were mana of any color to activate those abilities.

Call the Coppercoats

Strive — This spell costs more to cast for each target beyond the first.
Choose any number of target opponents. Create X 1/1 white Human Soldier creature tokens, where X is the number of creatures those opponents control.

Scheming Fence

As Scheming Fence enters, you may choose a nonland permanent.
Activated abilities of the chosen permanent can’t be activated.
Scheming Fence has all activated abilities of the chosen permanent except for loyalty abilities. You may spend mana as though it were mana of any color to activate those abilities.

Scheming Fence

As Scheming Fence enters, you may choose a nonland permanent.
Activated abilities of the chosen permanent can’t be activated.
Scheming Fence has all activated abilities of the chosen permanent except for loyalty abilities. You may spend mana as though it were mana of any color to activate those abilities.

Torch Breath

This spell costs less to cast if it targets a blue permanent.
This spell can’t be countered.
Torch Breath deals X damage to target creature or planeswalker.

Fatal Grudge

As an additional cost to cast this spell, sacrifice a nonland permanent.
Each opponent chooses a permanent they control that shares a card type with the sacrificed permanent and sacrifices it.
Draw a card.

Research Thief

Flash
Flying
Whenever an artifact creature you control deals combat damage to a player, draw a card.

Mirrorshell Crab

Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Channel — , Discard Mirrorshell Crab: Counter target spell or ability unless its controller pays .

Research Thief

Flash
Flying
Whenever an artifact creature you control deals combat damage to a player, draw a card.

Stone Haven Pilgrim

Whenever Stone Haven Pilgrim attacks, if you control an artifact or enchantment, Stone Haven Pilgrim gets +1/+1 and gains lifelink until end of turn.

Organic Extinction

Improvise (Your artifacts can help cast this spell. Each artifact you tap after you’re done activating mana abilities pays for .)
Destroy all nonartifact creatures.

Research Thief

Flash
Flying
Whenever an artifact creature you control deals combat damage to a player, draw a card.

Organic Extinction

Improvise (Your artifacts can help cast this spell. Each artifact you tap after you’re done activating mana abilities pays for .)
Destroy all nonartifact creatures.

Kaito’s Pursuit

Target player discards two cards. Ninjas and Rogues you control gain menace until end of turn. (They can’t be blocked except by two or more creatures.)

Replication Specialist

Flying
Whenever a nontoken artifact you control enters, you may pay . If you do, create a token that’s a copy of that artifact.

Raze the Effigy

Choose one —
• Destroy target artifact.
• Target attacking creature gets +2/+2 until end of turn.

Soul-Guide Gryff

Flying
When this creature enters, exile up to one target card from a graveyard.

Odric’s Outrider

Whenever Odric’s Outrider or another creature you control dies, put a +1/+1 counter on target creature you control.

Rimewall Protector

Ward
When Rimewall Protector enters the battlefield, each other Giant or Wizard you control and each Giant or Wizard card in your hand perpetually gains ward .

Sudden Salvation

Choose up to three target permanent cards in graveyards that were put there from the battlefield this turn. Return them to the battlefield tapped under their owners’ control. You draw a card for each opponent who controls one or more of those permanents.

Spectral Sailor

Flash (You may cast this spell any time you could cast an instant.)
Flying
: Draw a card.

Drogskol Captain

Flying
Other Spirit creatures you control get +1/+1 and have hexproof. (They can’t be the targets of spells or abilities your opponents control.)

Sudden Salvation

Choose up to three target permanent cards in graveyards that were put there from the battlefield this turn. Return them to the battlefield tapped under their owners’ control. You draw a card for each opponent who controls one or more of those permanents.