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Frontier Bivouac enters the battlefield tapped. {T}: Add {G}, {U}, or {R} to your mana pool.
Lifelink, protection from white and from black As long as you have 30 or more life and an opponent has 10 or less life, Blood Baron of Vizkopa gets +6/+6 and has flying.
First strike Balan, Wandering Knight has double strike as long as two or more Equipment are attached to it. {1}{W}: Attach all Equipment you control to Balan.
Tap an untapped Wizard you control: Draw a card.
As Outpost Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, Outpost Siege deals 1 damage to target creature or player.
As Palace Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of your upkeep, return target creature card from your graveyard to your hand. • Dragons — At the beginning of your upkeep, each opponent loses 2 life and you gain 2 life.
As Monastery Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of your draw step, draw an additional card, then discard a card. • Dragons — Spells your opponents cast that target you or a permanent you control cost {2} more to cast.
Choose a creature type. For each creature you control of the chosen type, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
Draw three cards.
Equipped creature gets +6/+6. Whenever equipped creature attacks, destroy target permanent. Equip {6}
{T}: Add {C}{C} to your mana pool. {2}, {T}, Sacrifice Hedron Archive: Draw two cards.
{T}: Draw three cards. {2}{U}{U}: Return Arcanis the Omnipotent to its owner's hand.
At the beginning of your upkeep, each player sacrifices a non-Vampire creature.
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Whenever a creature with flying enters the battlefield under your control, it gains haste until end of turn. Whenever a Dragon enters the battlefield under your control, it deals X damage to target creature or player, where X is the number of Dragons you control.
Flying Whenever a Dragon you control attacks, create a 6/6 red Dragon creature token with flying.