As Adaptive Automaton enters the battlefield, choose a creature type.
Adaptive Automaton is the chosen type in addition to its other types.
Other creatures you control of the chosen type get +1/+1.
Return six target nonland permanents to their owners' hands.
3RR: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate this ability only any time you could cast a sorcery.
Double target player's life total. Shuffle Beacon of Immortality into its owner's library.
For each opponent, gain control of target permanent that player controls.
Whenever you gain life, put a +1/+1 counter on Bloodbond Vampire.
When Borderland Ranger enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Target creature gets +1/+2 and gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
Draw three cards.
Crumbling Necropolis enters the battlefield tapped.
T: Add U, B, or R.
Destroy all creatures.
As an additional cost to cast this spell, reveal a creature card from your hand.
Disaster Radius deals X damage to each creature your opponents control, where X is the revealed card's converted mana cost.
Destroy target nonblack creature.
Target creature gets +3/+3 until end of turn.
Until end of turn, target creature gets +3/+3 and gains trample and "Whenever this creature deals combat damage to a player, draw that many cards."
Each player sacrifices a creature.
Defender (This creature can't attack.)
When Jungle Barrier enters the battlefield, draw a card.
Jungle Shrine enters the battlefield tapped.
T: Add R, G, or W.
Lightning Helix deals 3 damage to any target and you gain 3 life.
For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn.
Other Merfolk creatures you control get +1/+1.
T: Target Merfolk creature can't be blocked this turn.
Destroy target creature or enchantment.
Whenever a creature you control deals combat damage to a player, put that many +1/+1 counters on it.
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle their library.
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
T: Add C.
1, T: Add one mana of any color.
4, T: You may put a creature card from your hand onto the battlefield.
Enchanted creature gets +2/+0 and has trample.
When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.
Target creature gets +2/+1 and gains trample until end of turn.
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.
Enchanted creature has indestructible.
Whenever a creature enters the battlefield, you may attach Shielded by Faith to that creature.
Whenever another nontoken creature enters the battlefield under your control, you may draw a card.
T: Add W or B. Activate this ability only if you control a Swamp.
Enchant creature with converted mana cost 2 or less
You control enchanted creature.
Target player takes an extra turn after this one.
Return target creature to its owner's hand.
Target creature gets -3/-3 until end of turn. You may tap any number of untapped Vampire creatures you control. If you do, put a +1/+1 counter on each of those Vampires.
Vampire Interloper can't block.
Flying, deathtouch, lifelink
Target creature gets +1/+1 until end of turn. Untap that creature.
Enchanted creature gets +2/+2, has vigilance, and can't attack you or a planeswalker you control.
Enchanted creature gets +2/+2, has flying, and can't attack you or a planeswalker you control.
Enchanted creature gets +2/+2, has first strike, and can't attack you or a planeswalker you control.
Enchanted creature gets +3/+3, has trample, and can't attack you or a planeswalker you control.
Until end of turn, creatures you control get +1/+1 and creatures your opponents control get -1/-1.