Equipped creature gets +2/+1 and has protection from die rolls. (Nothing that lets a player roll a die can block, target, deal damage to, or attach to equipped creature.) Equip {2}
It is the imposing heft of a ruler's scepter, the stench of death after a victory in battle, and the mournful wail of an enemy kneeling in supplication. It is power.
Level up {2}{W} LEVEL 1-4 1/4 If a source would deal damage to you or a creature you control, prevent 1 of that damage. LEVEL 5+ 2/5 If a source would deal damage to you or a creature you control, prevent 2 of that damage.
Enchant creature you control Whenever enchanted creature attacks, put target creature card from defending player's graveyard onto the battlefield under your control tapped and attacking. Void — At the beginning of your end step, sacrifice this Aura unless a nonland permanent left the battlefield this turn or a spell was warped this turn.
Cast this spell only if no permanents named Tidal Influence are on the battlefield. This enchantment enters with a tide counter on it. At the beginning of your upkeep, put a tide counter on this enchantment. As long as there is exactly one tide counter on this enchantment, all blue creatures get -2/-0. As long as there are exactly three tide counters on this enchantment, all blue creatures get +2/+0. Whenever there are four or more tide counters on this enchantment, remove all tide counters from it.
Enchant creature Enchanted creature attacks each combat if able. When enchanted creature dies, return this card to the battlefield transformed under your control.
This land enters tapped. {T}: Add {U}. {3}{U}{B}{B}, {T}, Sacrifice this land: Mill four cards, then return a creature card from your graveyard to the battlefield tapped.