Vigorous Soundvein enters tapped. When Vigorous Soundvein enters, you may pay 1 life. If you do, add one mana of any color other than green. {T}: Add {G}.
Flying At the beginning of your end step, you may exile a card you own from outside the game. Put that card into your hand unless an opponent pays {2} and 2 life.
You may cast target instant or sorcery card from your graveyard this turn. If that card would be put into your graveyard this turn, exile it instead. Add one mana of any color for each time you've amped it up this turn.
A being so artificial and subservient has no directive for such an affinity for the natural, yet its compassion runs so deep that its primary function is abandoned completely.
Flying, haste Amity — Whenever you attack with Warden of Heart and exactly one other creature, you may put a legendary or Dragon card from your hand onto the battlefield tapped and attacking.
The first spell you cast during each of your turns costs {R}{G} less to cast. You may play two additional lands on each of your turns. Landfall — Whenever a land you control enters, you may exile the top three cards of your library. You may play those cards from exile as long as you control Warden of Tremors.
{T}: Add {C}. Whenever Wasted Watchpost deals combat damage to a player, you may sacrifice it. When you do, destroy target nonbasic land that player controls. Spellcharge 3
Flying Whenever Weather Elemental enters or attacks, it acclimates. If a triggered ability of a Weather you control would trigger, it triggers an additional time.
Reveal the top three cards of your library. You may put a creature, enchantment, or land card from among them into your hand and the rest on the bottom of your library in any order.
Strand by strand, the Fate-Driven spun a new destiny for Claes, and with it began unraveling the Arbiter's plot.
At the beginning of combat on your turn, if you've spent at least five mana to cast spells this turn, creatures you control get +1/+1 and gain trample until end of turn.
Haste When Wildfang Cavalier dies, create a 3/1 red Dinosaur creature token. It gains haste until end of turn. If it's your combat phase, there is an additional combat phase after this phase.
Choose creature or land. Reveal the top four cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest into your graveyard.
All paths lead to death, but sometimes you can take the scenic route.
Trample Whenever Wolf-Whistle Satyr deals combat damage to a player or planeswalker, you may sacrifice it. If you do, bless target creature you control.