Impending Disaster

At the beginning of your upkeep, if there are seven or more lands on the battlefield, sacrifice Impending Disaster and destroy all lands.

Sluggishness

Enchant creature
Enchanted creature can’t block.
When Sluggishness is put into a graveyard from the battlefield, return Sluggishness to its owner’s hand.

Thran War Machine

Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
Thran War Machine attacks each combat if able.

Simian Grunts

Flash
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Greater Good

Sacrifice a creature: Draw cards equal to the sacrificed creature’s power, then discard three cards.

Phyrexian Ghoul

Sacrifice a creature: Phyrexian Ghoul gets +2/+2 until end of turn.

Oppression

Whenever a player casts a spell, that player discards a card.

Windfall

Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

Viashino Sandswimmer

: Flip a coin. If you win the flip, return Viashino Sandswimmer to its owner’s hand. If you lose the flip, sacrifice Viashino Sandswimmer.

Flesh Reaver

Whenever Flesh Reaver deals damage to a creature or opponent, Flesh Reaver deals that much damage to you.

Befoul

Destroy target land or nonblack creature. It can’t be regenerated.

Pestilence

At the beginning of the end step, if no creatures are on the battlefield, sacrifice Pestilence.
: Pestilence deals 1 damage to each creature and each player.

Survival of the Fittest

, Discard a creature card: Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library.

Spark Fiend

When Spark Fiend enters the battlefield, roll two six-sided dice. If you rolled 2, 3, or 12, sacrifice Spark Fiend. If you rolled 7 or 11, don’t roll dice for Spark Fiend during any of your following upkeeps. If you rolled any other total, note that total.
At the beginning of your upkeep, roll two six-sided dice. If you rolled 7, sacrifice Spark Fiend. If you roll the noted total, don’t roll dice for Spark Fiend during any of your following upkeeps. Otherwise, do nothing.

Jumbo Imp

Flying
As Jumbo Imp enters the battlefield, roll a six-sided die. Jumbo Imp enters the battlefield with a number of +1/+1 counters on it equal to the result.
At the beginning of your upkeep, roll a six-sided die and put a number of +1/+1 counters on Jumbo Imp equal to the result.
At the beginning of your end step, roll a six-sided die and remove a number of +1/+1 counters from Jumbo Imp equal to the result.

Goblin Bowling Team

If Goblin Bowling Team would deal damage to a permanent or player, it deals that much damage plus the result of a six-sided die roll to that permanent or player instead.

Raiding Nightstalker

Swampwalk (This creature can’t be blocked as long as defending player controls a Swamp.)

Tremor

Tremor deals 1 damage to each creature without flying.