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Seek out — Whenever you draw your second card each turn, creatures you control gain flying, double strike, vigilance, and haste until end of turn.
When Will Riker enters, put a +1/+1 counter on another target creature you control.
Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it.
'When this enchantment enters, put a +1/+1 counter on each creature you control.
Whenever a nontoken creature you control dies, create a 1/1 white Spirit creature token with flying.
For each opponent, assimilate up to one target creature card from that player's graveyard that was put there from the battlefield this turn. (Put it onto the battlefield under your...
At the beginning of your end step, create a 1/1 red Officer creature token for each dilemma you've faced this turn. {2}{W}{U}{B}{R}{G}, {T}: Exile the top five cards of your...
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target creature with power 4 or greater....
Artifact creatures you control have "Whenever this creature deals combat damage to a player, put a +1/+1 counter on it."
This land enters tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R}.
Artifact creatures you control have "{T}: Add {C}. Spend this mana only to cast an artifact spell or activate an ability of an artifact source."
{1}, {T}: Add {W}{U}.
{1}, {T}: Add {W}{U}.