"Above all, a well crafted Thrull should be hideous—blasted of countenance and twisted of limb—to inspire fear and revulsion."
—Endrek Sahr, Master Breeder
Enchant creature
Enchanted creature can't be blocked by black creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a black permanent.
As Charm School enters the battlefield, choose a color and balance Charm School on your head.
Prevent all damage that would be dealt to you by sources of the chosen color.
When Charm School falls off your head, sacrifice Charm School.
You may choose not to untap Coffin Queen during your untap step.
, : Put target creature card from a graveyard onto the battlefield under your control. When Coffin Queen becomes untapped or you lose control of Coffin Queen, exile that creature.
Starting with you, each player may put a permanent card from their hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.
Green creatures can't attack unless their controller sacrifices a land for each green creature they control that's attacking. (This cost is paid as attackers are declared.)
Freyalise's tears bring life and renewal, though they also bring trouble.
If an opponent controls more lands than you, search your library for up to three Plains cards, reveal them, and put them into your hand. Then shuffle your library.