Flash
This spell costs less to cast for each attacking creature you control.
When Embercleave enters the battlefield, attach it to target creature you control.
Equipped creature gets +1/+1 and has double strike and trample.
Equip
Keyword: Flash
Embercleave
Flash
This spell costs less to cast for each attacking creature you control.
When Embercleave enters the battlefield, attach it to target creature you control.
Equipped creature gets +1/+1 and has double strike and trample.
Equip
So Tiny
Flash
Enchant creature
Enchanted creature gets -2/-0. It gets -6/-0 instead as long as its controller has seven or more cards in their graveyard.
Lochmere Serpent
Flash
, Sacrifice an Island: Lochmere Serpent can’t be blocked this turn.
, Sacrifice a Swamp: You gain 1 life and draw a card.
: Exile five target cards from an opponent’s graveyard. Return Lochmere Serpent from your graveyard to your hand. Activate this ability only any time you could cast a sorcery.
Faerie Vandal
Flash
Flying
Whenever you draw your second card each turn, put a +1/+1 counter on Faerie Vandal.
Embercleave
Flash
This spell costs less to cast for each attacking creature you control.
When Embercleave enters the battlefield, attach it to target creature you control.
Equipped creature gets +1/+1 and has double strike and trample.
Equip
Thought Sponge
Flash
Thought Sponge enters the battlefield with a number of +1/+1 counters on it equal to the greatest number of cards an opponent has drawn this turn.
When Thought Sponge dies, draw cards equal to its power.
Great Oak Guardian
Flash (You may cast this spell any time you could cast an instant.)
Reach
When Great Oak Guardian enters the battlefield, creatures target player controls get +2/+2 until end of turn. Untap them.
Nightpack Ambusher
Flash
Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn’t cast a spell this turn, create a 2/2 green Wolf creature token.
Spectral Sailor
Flash (You may cast this spell any time you could cast an instant.)
Flying
: Draw a card.
Nightpack Ambusher
Flash
Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn’t cast a spell this turn, create a 2/2 green Wolf creature token.
Brineborn Cutthroat
Flash (You may cast this spell any time you could cast an instant.)
Whenever you cast a spell during an opponent’s turn, put a +1/+1 counter on Brineborn Cutthroat.
Nightpack Ambusher
Flash
Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn’t cast a spell this turn, create a 2/2 green Wolf creature token.
Celestial Messenger
Flash (You may cast this card any time you could cast an instant.)
Flying
Celestial Messenger gets +1/+1 as long as you control a Yanling planeswalker.
Nightpack Ambusher
Flash
Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn’t cast a spell this turn, create a 2/2 green Wolf creature token.
Ice-Fang Coatl
Flash
Flying
When Ice-Fang Coatl enters the battlefield, draw a card.
Ice-Fang Coatl has deathtouch as long as you control at least three other snow permanents.
Munitions Expert
Flash
When Munitions Expert enters the battlefield, you may have it deal damage to target creature or planeswalker equal to the number of Goblins you control.
Force of Virtue
If it’s not your turn, you may exile a white card from your hand rather than pay this spell’s mana cost.
Flash
Creatures you control get +1/+1.
Blizzard Strix
Flash
Flying
When Blizzard Strix enters the battlefield, if you control another snow permanent, exile target permanent other than Blizzard Strix. Return that card to the battlefield under its owner’s control at the beginning of the next end step.
Sentinel’s Mark
Flash
Enchant creature
Enchanted creature gets +1/+2 and has vigilance.
Addendum — When Sentinel’s Mark enters the battlefield, if you cast it during your main phase, enchanted creature gains lifelink until end of turn.
Faerie Duelist
Flash
Flying
When Faerie Duelist enters the battlefield, target creature an opponent controls gets -2/-0 until end of turn.
Slimebind
Flash
Enchant creature
Enchanted creature gets -4/-0.
Angel of Grace
Flash
Flying
When Angel of Grace enters the battlefield, until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
, Exile Angel of Grace from your graveyard: Your life total becomes 10.
Lawmage’s Binding
Flash
Enchant creature
Enchanted creature can’t attack or block, and its activated abilities can’t be activated.
Spire Mangler
Flash
Flying
When Spire Mangler enters the battlefield, target creature with flying you control gets +2/+0 until end of turn.