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Haste
Whenever one or more creatures you control attack, add that much mana in any combination of {R} and/or {G}. Until end of turn, you don't lose this mana as steps and phases end.
Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Delirium — As long as there are four or more card types among cards in your graveyard, Dragon's Rage Channeler gets +2/+0, has flying, and attacks each combat if able.
Heroic — Whenever you cast a spell that targets this creature, create a 1/1 red Soldier creature token with haste. (It can attack and {T} as soon as it comes under your control.)
Whenever this creature deals combat damage to a player, you may sacrifice it. If you do, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
When this creature dies, it deals damage equal to its power to any target.
Haste
Battalion — Whenever this creature and at least two other creatures attack, creatures you control gain first strike and trample until end of turn and can't be blocked by creature tokens this turn.
Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
Dash {1}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Whenever you cast a noncreature spell, put an oil counter on this creature.
{6}{R}, Sacrifice this creature: Discard your hand, then draw four cards. This ability costs {1} less to activate for each oil counter on this creature.
First strike
When this creature enters, you get {E}{E} (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of {E} equal to its mana value rather than paying its mana cost.
When Brave Meadowguard enters, conjure a card named Might of the Meek into your hand.
Valiant — Whenever Brave Meadowguard becomes the target of a spell or ability you control for the first time each turn, put a +1/+1 counter on it.
Haste
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, exile the top card of your library. Until end of turn, you may play that card.
Offspring {2} (You may pay an additional {2} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
At the beginning of combat on your turn, target Mouse you control gains your choice of double strike or trample until end of turn.
Whenever you cast a red spell, if this creature has fewer than three +1/+1 counters on it, put a +1/+1 counter on this creature.
Remove three +1/+1 counters from this creature: Add {R}{R}{R}.
Flying, haste
Whenever you cast a noncreature spell, this creature gets +2/+0 until end of turn.
Plot {1}{R} (You may pay {1}{R} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Magecraft — Whenever you cast or copy an instant or sorcery spell, put a +1/+1 counter on this creature.
{4}{G}{G}: Double the number of +1/+1 counters on this creature.
When Racketeer Boss enters, choose up to two creature and/or planeswalker cards in your hand. They perpetually gain "When you cast this spell, create a Treasure token and this spell perpetually loses this ability."
Menace
Whenever you expend 4, you may discard your hand. If you do, draw two cards. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
Double strike
Heroic — Whenever you cast a spell that targets Cleon, exile the top card of your library. You may play that card until the end of your next turn.
Start your engines!
Other Goblins you control have haste.
At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token attacks this combat if able.
Max speed — {T}: Add {R} for each Goblin you control.
Whenever you cast an instant or sorcery spell that targets only Zada, copy that spell for each other creature you control that the spell could target. Each copy targets a different one of those creatures.
This spell can't be countered.
Indestructible
Toski attacks each combat if able.
Whenever a creature you control deals combat damage to a player, draw a card.
Equipped creature gets +1/+1 and has trample and haste.
Flurry — Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess. You may attach this Equipment to it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Equip {1}{R}
If this card is in your opening hand, you may begin the game with it on the battlefield.
Equipped creature gets +1/+1 and has double strike and trample.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Enchant creature
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Whenever a creature you control enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Whenever you cast a spell that targets a creature you control, draw a card.
When this enchantment enters, create a 1/1 red Soldier creature token with haste.
Whenever you cast a spell that targets only a single creature you control, create a 1/1 red Soldier creature token with haste, then copy that spell. The copy targets that token.
Until end of turn, target attacking creature gets +2/+2 and gains trample and "Whenever this creature deals combat damage to a player, destroy target artifact that player controls."
Target creature gets +2/+0 until end of turn. Create a Monster Role token attached to it. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has trample.)
Target creature gets +3/+0 until end of turn. When it dies this turn, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Choose one —
• Target permanent you control gains hexproof and indestructible until end of turn.
• Create a 1/1 colorless Pilot creature token with "This token saddles Mounts and crews Vehicles as though its power were 2 greater."
Choose one —
• Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
• Target creature gets +2/+2 until end of turn.
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Target creature you control gets +X/+X and gains hexproof and indestructible until end of turn. (A creature with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Double target creature's power until end of turn.
Flashback {4}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Choose one —
• When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
• Target creature you control gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard.
Draw a card.
Creatures you control gain trample until end of turn. (Each of those creature can deal excess combat damage to the player or planeswalker it's attacking.)
Draw a card.
Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Until end of turn, target creature you control becomes a green Wurm with base power and toughness 6/4.
Overload {4}{G}{G} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature or planeswalker you don't control.
This land enters tapped unless you control a Mountain.
{T}: Add {R}.
{R}, {T}, Exert this land: Add {R}{R}. If that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)
If you control two or more other lands, this land enters tapped.
{T}: Add {R}.
{3}{R}: Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
({T}: Add {R} or {G}.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
As this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.