Enchant creature Whenever enchanted creature becomes the target of a spell or ability, put a +1/+1 counter on it and that creature deals 1 damage to each opponent. This ability triggers no more than twice each turn.
At the beginning of combat on your turn, create a 3/3 red and green Ox creature token with haste. It attacks this combat if able. Creatures your opponents control with power less than or equal to the number of Oxen and Minotaurs you control can't block.
When Wild Huntsman enters the battlefield, search your library for a land card and put it onto the battlefield, then shuffle. Then if you're ancient, creatures you control get +2/+0 and gain haste until end of turn.