Angelic Field Marshal

Flying
Lieutenant — As long as you control your commander, Angelic Field Marshal gets +2/+2 and creatures you control have vigilance.

Heroic Reinforcements

Create two 1/1 white Soldier creature tokens. Until end of turn, creatures you control get +1/+1 and gain haste. (They can attack and this turn.)

Gray Merchant of Asphodel

When Gray Merchant of Asphodel enters the battlefield, each opponent loses X life, where X is your devotion to black. You gain life equal to the life lost this way. (Each in the mana costs of permanents you control counts toward your devotion to black.)

Owlbear Shepherd

At the beginning of your end step, if creatures you control have total power 8 or greater, draw a card.

Nimbleclaw Adept

Bigby’s Hand — : Untap two other target permanents. Activate only as a sorcery and only once each turn.

Tribute Mage

When Tribute Mage enters the battlefield, you may search your library for an artifact card with mana value 2, reveal that card, put it into your hand, then shuffle.

Brinebarrow Intruder

Flash
When Brinebarrow Intruder enters the battlefield, target creature an opponent controls gets -2/-0 until end of turn.

Windfall

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

Reyav, Master Smith

Whenever a creature you control that’s enchanted or equipped attacks, that creature gains double strike until end of turn.

Opposition Agent

Flash
You control your opponents while they’re searching their libraries.
While an opponent is searching their library, they exile each card they find. You may play those cards for as long as they remain exiled, and you may spend mana as though it were mana of any color to cast them.

Reyav, Master Smith

Whenever a creature you control that’s enchanted or equipped attacks, that creature gains double strike until end of turn.

Ancestral Blade

When Ancestral Blade enters the battlefield, create a 1/1 white Soldier creature token, then attach Ancestral Blade to it.
Equipped creature gets +1/+1.
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Opposition Agent

Flash
You control your opponents while they’re searching their libraries.
While an opponent is searching their library, they exile each card they find. You may play those cards for as long as they remain exiled, and you may spend mana as though it were mana of any color to cast them.

Opposition Agent

Flash
You control your opponents while they’re searching their libraries.
While an opponent is searching their library, they exile each card they find. You may play those cards for as long as they remain exiled, and you may spend mana as though it were mana of any color to cast them.

Reyav, Master Smith

Whenever a creature you control that’s enchanted or equipped attacks, that creature gains double strike until end of turn.

Alley Evasion

Choose one —
• Target creature you control gets +1/+2 until end of turn.
• Return target creature you control to its owner’s hand.

Maulfist Revolutionary

Trample
When Maulfist Revolutionary enters the battlefield or dies, for each kind of counter on target permanent or player, give that permanent or player another counter of that kind.

Aetherstorm Roc

Flying
Whenever Aetherstorm Roc or another creature enters the battlefield under your control, you get (an energy counter).
Whenever Aetherstorm Roc attacks, you may pay . If you do, put a +1/+1 counter on it and tap up to one target creature defending player controls.

Mind Carver

When Mind Carver enters the battlefield, attach it to target creature you control.
Equipped creature gets +1/+0. It gets +3/+1 instead as long as an opponent has eight or more cards in their graveyard.
Equip

Malakir Blood-Priest

When Malakir Blood-Priest enters the battlefield, each opponent loses X life and you gain X life, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)