*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. *cascade When you cast this spell, exile cards from the top of your library until you exile a nonland card whose converted mana cost is less than this spell's converted mana cost. You may cast that card without paying its mana cost. Then put all cards exiled this way that weren't cast on the bottom of your library in a random order. *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. *extort Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain life equal to the total life lost this way. *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. *unleash You may have this permanent enter the battlefield with an additional +1/+1 counter on it. This permanent can't block as long as it has a +1/+1 counter on it. *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.