Blaze of Glory

Cast this spell only during combat before blockers are declared.
Target creature defending player controls can block any number of creatures this turn. It blocks each attacking creature this turn if able.

Blue Elemental Blast

Choose one —
• Counter target red spell.
• Destroy target red permanent.

Karma

At the beginning of each player’s upkeep, Karma deals damage to that player equal to the number of Swamps they control.

Wall of Fire

Defender (This creature can’t attack.)
: Wall of Fire gets +1/+0 until end of turn.

Black Vise

As Black Vise enters the battlefield, choose an opponent.
At the beginning of the chosen player’s upkeep, Black Vise deals X damage to that player, where X is the number of cards in their hand minus 4.

Wall of Fire

Defender (This creature can’t attack.)
: Wall of Fire gets +1/+0 until end of turn.

Black Vise

As Black Vise enters the battlefield, choose an opponent.
At the beginning of the chosen player’s upkeep, Black Vise deals X damage to that player, where X is the number of cards in their hand minus 4.

Red Elemental Blast

Choose one —
• Counter target blue spell.
• Destroy target blue permanent.

Red Elemental Blast

Choose one —
• Counter target blue spell.
• Destroy target blue permanent.

Wall of Air

Defender, flying (This creature can’t attack, and it can block creatures with flying.)

Blue Elemental Blast

Choose one —
• Counter target red spell.
• Destroy target red permanent.

Karma

At the beginning of each player’s upkeep, Karma deals damage to that player equal to the number of Swamps they control.

Power Sink

Counter target spell unless its controller pays . If that player doesn’t, they tap all lands with mana abilities they control and lose all unspent mana.

Channel

Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add .

Red Elemental Blast

Choose one —
• Counter target blue spell.
• Destroy target blue permanent.

Blue Elemental Blast

Choose one —
• Counter target red spell.
• Destroy target red permanent.

Power Sink

Counter target spell unless its controller pays . If that player doesn’t, they tap all lands with mana abilities they control and lose all unspent mana.

Wall of Fire

Defender (This creature can’t attack.)
: Wall of Fire gets +1/+0 until end of turn.

Wall of Water

Defender (This creature can’t attack.)
: Wall of Water gets +1/+0 until end of turn.

Karma

At the beginning of each player’s upkeep, Karma deals damage to that player equal to the number of Swamps they control.