Target creature you control gains double strike until end of turn. That creature also gains trample until end of turn if you control a creature with power 4 or greater.
Whenever Roaring Illusion attacks alone, for each other creature you control, create a token that's a copy of that creature and that's tapped and attacking. Exile those tokens at the beginning of the next end step.
Its roars wreak havoc wherever it dares to go, leaving it a reclusive beast.
“While normally quite docile, the creature performs immense displays of telekinetic prowess whenever something approaches too near its unsettling tail.” —Professor Maple
Haste Whenever Tunnel Moles attacks, you may have it phase out. Whenever Tunnel Moles phases in, it gets +2/+2 until end of turn and can't be blocked by creatures with flying this turn.
You may put a creature or planeswalker card from your hand onto the battlefield. It gains haste. Sacrifice it at the beginning of the next end step. Whenever an ability of that permanent is activated this turn, you may copy that ability. You may choose new targets for the copy.
Lucien smirked at the lonesome fox. Perhaps the night wasn't wasted after all.
When this permanent transforms into Worthy Vulpine or at the beginning of combat on your turn, creatures you control gain haste and trample until end of turn.
{1}{G}: Until your next turn, Bessie becomes a 5/5 green Wurm creature with trample, haste, and indestructible. You can't activate this ability while Bessie is being attacked. [+1]: Creatures you control get +1/+1 and gain haste until your next turn. [–6]: Create five 3/3 green Wurm creature tokens with trample and haste.