*battle cry Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn. *bushido When this creature blocks or becomes blocked, it gets +1/+1 until end of turn. *buyback Pay an extra cost to have spells with buyback return to your hand so you can play them again. *champion When this creature enters the battlefield exile another creature you control. When this creature leaves the battlefield, that card returns to the battlefield. *changeling This card is every creature type at all times. *cumulative upkeep Pay an increasing upkeep cost for this permanent. Sacrifice it when you don't pay the upkeep cost. *deathtouch Creatures dealt damage by this creature are destroyed. You can divide this creature's combat damage among any of the creatures blocking or blocked by it. *defender This creature can't attack. *devour You can sacrifice other creatures when a creature with devour comes into play for various benefits. *double strike This creature deals both first-strike and regular combat damage. *exalted Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn. *fading This creature comes into play with fade counters, losing one each turn until it has none and is sacrificed. *fear This creature can't be blocked except by artifact creatures and/or black creatures. *first strike This creature deals combat damage before creatures without first strike. *flanking Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn. *flash You may cast this spell any time you could cast an instant. *flying This creature can't be blocked except by creatures with flying or reach. *haste This creature can attack and tap the turn it comes under your control. *hexproof This creature can't be the target of spells or abilities your opponents control. *forestwalk This creature is unblockable as long as defending player controls a Forest. *indestructible "Destroy" effects and lethal damage don't destroy this. *infect This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters. *intimidate This creature can't be blocked except by artifact creatures and/or creatures that share a color with it. *islandwalk This creature is unblockable as long as defending player controls an Island. *lifelink Damage dealt by this creature also causes you to gain that much life. *living weapon When this equipment enters the battlefield it'll be attached to a 0/0 black germ token. *metalcraft This card gains abilities or bonuses if you control three or more artifacts. *modular When this artifact creature goes to your graveyard, you can put its +1/+1 counters on another artifact creature. *mountainwalk This creature is unblockable as long as defending player controls a Mountain. *persist When this creature is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it. *plainswalk This creature is unblockable as long as defending player controls a Plains. *protection from ~ This creature can't be blocked, targeted, dealt damage, equipped or enchanted by anything ~. *reach This creature can block creatures with flying. *regenerate The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat. *shadow This creature can only block or be blocked by other creatures with shadow. *shroud This can't be the target of spells or abilities. *soulshift When this creature dies, you may return a Spirit card from your graveyard to your hand. *swampwalk This creature is unblockable as long as defending player controls a Swamp. *threshold This card gains abilities or bonuses if you have 7 or more cards in your graveyard. *totem armor If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura. *trample If this creature would deal enough damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player. *vanishing This creature comes into play with time counters, losing one each turn until it has none and is sacrificed. *vigilance Attacking doesn't cause this creature to tap. *wither This deals damage to creatures in the form of -1/-1 counters.