When Ceremonial Guard attacks or blocks, destroy it at end of combat.
"These guards are the most disciplined military unit in the city. They couldn't fight their way out of a broom closet, but they've got discipline."
—Gerrard, to Sisay
Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.)
Whenever a Rogue creature enters the battlefield, you may attach Cloak and Dagger to it.
Equip
Clockwork Hydra enters the battlefield with four +1/+1 counters on it.
Whenever Clockwork Hydra attacks or blocks, remove a +1/+1 counter from it. If you do, Clockwork Hydra deals 1 damage to any target.
: Put a +1/+1 counter on Clockwork Hydra.
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Crater Hellion enters the battlefield, it deals 4 damage to each other creature.
Target player discards a card.
Haunt (When this spell card is put into a graveyard after resolving, exile it haunting target creature.)
When the creature Cry of Contrition haunts dies, target player discards a card.
At the beginning of your upkeep, destroy target nonland permanent with the lowest converted mana cost. (If two or more permanents are tied for lowest cost, target any one of them.)
Choose any number of creatures target player controls. Choose the same number of creatures another target player controls. Those players exchange control of those creatures. (This effect lasts indefinitely.)
As long as you have seven or more cards in hand, Deathmask Nezumi gets +2/+1 and has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
"We had him cornered, we did . . . and, well, you know what they say about rats."
—Araba patrol survivor
, Discard a card: Regenerate Dirty Wererat.
Threshold — As long as seven or more cards are in your graveyard, Dirty Wererat gets +2/+2 and can't block.