Whenever a creature is put into a graveyard from play, that creature’s controller may draw a card.
Equipped creature gets +0/+2 and has reach. (It can block creatures with flying.) Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, it gains double strike until end of turn. 3/3
Changeling (This card is every creature type.) {X}: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types. 1/1
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able. 1/1
Magical Tinkering — {W}, {T}, Sacrifice an artifact: Search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact’s mana value, put it onto the battlefield, then shuffle. Activate only as a sorcery. 2/2
If a source would deal damage to a player, you may prevent X of that damage, where X is the number of Clerics you control. 3/4
Trample Whenever Dreadhorde Arcanist attacks, you may cast target instant or sorcery card with mana value less than or equal to Dreadhorde Arcanist’s power from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. 1/3
Enchant creature Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
Search your library for a land card, reveal it, put it into your hand, then shuffle.
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {T}: Add {B}, {R}, or {G}.
+1: Mill three cards. If at least one Zombie card is milled this way, each opponent loses 2 life and you gain 2 life. −2: Target creature gets -X/-X until end of turn, where X is the number of Zombies you control. −3: You may cast Zombie spells from your graveyard this turn.
Roll a six-sided die. If you roll a 1, Goblin Tutor has no effect. Otherwise, search your library for the indicated card, reveal it, put it into your hand, then shuffle. 2 — A card named Goblin Tutor 3 — An enchantment 4 — An artifact 5 — A creature 6 — An instant or sorcery