Scale Up

Until end of turn, target creature you control becomes a green Wurm with base power and toughness 6/4.
Overload (You may cast this spell for its overload cost. If you do, change “target” in its text to “each.”)

Scale Up

Until end of turn, target creature you control becomes a green Wurm with base power and toughness 6/4.
Overload (You may cast this spell for its overload cost. If you do, change “target” in its text to “each.”)

Rat Colony

Rat Colony gets +1/+0 for each other Rat you control.
A deck can have any number of cards named Rat Colony.

Human Rogue

Haste
When this creature enters the battlefield, it deals 1 damage to any target.

Chillerpillar

: Monstrosity 2. (If this creature isn’t monstrous, put two +1/+1 counters on it and it becomes monstrous. can be paid with one mana from a snow source.)
As long as Chillerpillar is monstrous, it has flying.

Outlaws’ Merriment

At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics.
• 3/1 Human Warrior with trample and haste.
• 2/1 Human Cleric with lifelink and haste.
• 1/2 Human Rogue with haste and “When this creature enters, it deals 1 damage to any target.”

Rat Colony

Rat Colony gets +1/+0 for each other Rat you control.
A deck can have any number of cards named Rat Colony.

Vampire Socialite

Menace (This creature can’t be blocked except by two or more creatures.)
When Vampire Socialite enters, if an opponent lost life this turn, put a +1/+1 counter on each other Vampire you control.
As long as an opponent lost life this turn, each other Vampire you control enters with an additional +1/+1 counter on it.

Vampire Socialite

Menace (This creature can’t be blocked except by two or more creatures.)
When Vampire Socialite enters, if an opponent lost life this turn, put a +1/+1 counter on each other Vampire you control.
As long as an opponent lost life this turn, each other Vampire you control enters with an additional +1/+1 counter on it.

Scale Up

Until end of turn, target creature you control becomes a green Wurm with base power and toughness 6/4.
Overload (You may cast this spell for its overload cost. If you do, change “target” in its text to “each.”)

Ranger Class

(Gain the next level as a sorcery to add its ability.)
When Ranger Class enters, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.

Ranger Class

(Gain the next level as a sorcery to add its ability.)
When Ranger Class enters, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.

Ranger Class

(Gain the next level as a sorcery to add its ability.)
When Ranger Class enters, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.

Ranger Class

(Gain the next level as a sorcery to add its ability.)
When Ranger Class enters, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.

Scale Up

Until end of turn, target creature you control becomes a green Wurm with base power and toughness 6/4.
Overload (You may cast this spell for its overload cost. If you do, change “target” in its text to “each.”)

Double Major

Copy target creature spell you control, except it isn’t legendary if the spell is legendary. (A copy of a creature spell becomes a token.)

Double Major

Copy target creature spell you control, except it isn’t legendary if the spell is legendary. (A copy of a creature spell becomes a token.)

Double Major

Copy target creature spell you control, except it isn’t legendary if the spell is legendary. (A copy of a creature spell becomes a token.)

Double Major

Copy target creature spell you control, except it isn’t legendary if the spell is legendary. (A copy of a creature spell becomes a token.)

Tangletrap

Choose one —
• Tangletrap deals 5 damage to target creature with flying.
• Destroy target artifact.

Double Major

Copy target creature spell you control, except it isn’t legendary if the spell is legendary. (A copy of a creature spell becomes a token.)