+henge (12)
: Henge Guardian gains trample until end of turn.
: Add .
, : Add one mana of any color.
Adamant — If at least three mana of the same color was spent to cast this spell, Henge Walker enters the battlefield with a +1/+1 counter on it.
Hexproof
Other permanents you control have hexproof.
At the beginning of combat on your turn, put two +1/+1 counters on each creature you control.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Flash
At the beginning of your upkeep, for each creature you control that's a Wolf or a Werewolf, create a 2/2 green Wolf creature token.
Morbid — When Hollowhenge Scavenger enters the battlefield, if a creature died this turn, you gain 5 life.
Flash (You may cast this spell any time you could cast an instant.)
Flying
When Hollowhenge Spirit enters the battlefield, remove target attacking or blocking creature from combat.
When Hollowhenge Wrangler enters the battlefield, seek a land card.
Discard a land card: Conjure a card named Hollowhenge Beast into your hand. You may also activate this ability while Hollowhenge Wrangler is in your graveyard.
Whenever Syr Faren, the Hengehammer attacks, another target attacking creature gets +X/+X until end of turn, where X is Syr Faren's power.
This spell costs less to cast, where X is the greatest power among creatures you control.
: Add . You gain 2 life.
Whenever a nontoken creature enters the battlefield under your control, put a +1/+1 counter on it and draw a card.
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