Trample, ward {3} Other Yetis you control get +1/+1. At the beginning of combat on your turn, if you've spent at least five mana to cast spells this turn, create a 3/3 green Yeti creature token with trample.
Whenever you cast a spell that targets Rathomar Harrier, choose one. If Rathomar Harrier is attacking, choose both instead. • Tap target creature you don't control. • Create a 2/2 green Wolf creature token.
Whenever you cast a spell that targets Rathomar Herder, choose one. If Rathomar Herder is attacking, you may choose both instead. • Create a 1/1 white Human creature token. • Creatures you control get +1/+0 until end of turn.
Rattling Soundvein enters tapped. When Rattling Soundvein enters, you may pay 1 life. If you do, add one mana of any color other than red. {T}: Add {R}.
Drop — When Rave Mastermind enters, target player discards a card. If you didn't cast any creature spells during your last turn, that player discards two cards instead. Put each land card discarded this way onto the battlefield tapped under your control.
Draw three cards, then discard a card. If it's not an extra turn and you've amped it up twice this turn, take an extra turn after this one. Exile Real Virtuality.
Menace When Reaper of the Deep enters, mill two cards. You may repeat this process until there are seven or more cards in your graveyard. Surface {5}{B}{B}
(Color indicator: Reborn Herald is white and black)
Whenever this creatures transforms into Reborn Herald or another permanent you control transforms, create a 1/1 colorless Cyborg artifact creature token. Reborn Herald gets +1/+1 for each other artifact you control.
Whenever Reborn Scuttler attacks, up to one target creature has base toughness 1 until end of turn.
“Chikyu's necromancy works in part by imagination,. Different ‘paleomancers' can produce different monsters from the same fossils.” —Trainee Karina Oblay, field notes
Choose one or both — • Return target creature to its owner's hand. • Return a creature with the greatest power or tied for the greatest power to its owner's hand.
When Reconnaissance Agent enters, you may choose one — • Exile target card from your graveyard. • Exile another target creature. When Reconnaissance Agent leaves the battlefield, return the exiled card to its owner's hand.