|"Core Sets", +other, +creatures, ++1/+1 (20)
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.
Flying (This creature can't be blocked except by creatures with flying or reach.)
Other black creatures get +1/+1.
Nonblack creatures get -1/-1.
Vigilance (Attacking doesn't cause this creature to tap.)
Other Soldier creatures you control get +1/+1 and have vigilance.
When Captain of the Watch enters the battlefield, create three 1/1 white Soldier creature tokens.
Other Vampire creatures you control get +1/+1.
Tap five untapped Vampires you control: Gain control of target creature. It becomes a Vampire in addition to its other types.
Other Zombie creatures you control get +1/+1.
, : Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
Other Elf creatures you control get +1/+1.
: Add for each Elf you control.
Other Elf creatures get +1/+1 and have forestwalk. (They can't be blocked as long as defending player controls a Forest.)
Other Soldier creatures get +1/+1 and have first strike. (They deal combat damage before creatures without first strike.)
Haste (This creature can attack and as soon as it comes under your control.)
Other Goblin creatures you control get +1/+1 and have haste.
First strike (This creature deals combat damage before creatures without first strike.)
Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
When Living Totem enters the battlefield, you may put a +1/+1 counter on another target creature.
Other Zombie creatures get +1/+1.
, : Return target Zombie card from your graveyard to your hand.
Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
Other Merfolk creatures you control get +1/+1.
: Target Merfolk creature can't be blocked this turn.
Other green creatures you control get +1/+1.
, : Another target green creature you control gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Other red creatures you control get +1/+1.
, : Another target red creature you control gains haste until end of turn. (It can attack and this turn.)
Other blue creatures you control get +1/+1.
, : Another target blue creature you control gains flying until end of turn.
Other white creatures you control get +1/+1.
, : Another target white creature you control gains vigilance until end of turn. (Attacking doesn't cause it to tap.)
Other black creatures you control get +1/+1.
, : Another target black creature you control gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
Flying
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Other creatures you control have exalted. (If a creature has multiple instances of exalted, each triggers separately.)
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