"Randy Elliott" (19)
Trample
As Clam Session enters, choose a word.
At the beginning of your upkeep, you may sing at least six words of a song, at least one of which is the chosen word. If you don't, sacrifice Clam Session. You can't repeat a song.
Whenever Clambassadors deals damage to a player, choose an artifact, creature, or land you control. That player gains control of that permanent.
If you roll a 3 on a six-sided die, you may reroll that die.
Creatures with flying get -2/-0.
Enchant creature
Enchanted creature has protection from black and from red.
Sacrifice Crown of Awe: Enchanted creature and other creatures that share a creature type with it gain protection from black and from red until end of turn.
At the beginning of your upkeep, put a spore counter on Deathspore Thallid.
Remove three spore counters from Deathspore Thallid: Create a 1/1 green Saproling creature token.
Sacrifice a Saproling: Target creature gets -1/-1 until end of turn.
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Gain control of target creature of an opponent's choice they control.
, Sacrifice a Forest: Heartwood Giant deals 2 damage to target player or planeswalker.
First strike, protection from black and from red (This creature deals combat damage before creatures without first strike. It can't be blocked, targeted, dealt damage, or enchanted by anything black or red.)
, Discard a card: You gain 3 life.
: Plated Rootwalla gets +3/+3 until end of turn. Activate only once each turn.
First strike
: Regenerate Ranger en-Vec.
Sacrifice Shield Mate: Target creature gets +0/+4 until end of turn.
Spike Soldier enters with three +1/+1 counters on it.
, Remove a +1/+1 counter from Spike Soldier: Put a +1/+1 counter on target creature.
Remove a +1/+1 counter from Spike Soldier: Spike Soldier gets +2/+2 until end of turn.
All Slivers have ": Tap target permanent."
When you control no permanents other than The Cheese Stands Alone and have no cards in hand, you win the game.
When Wild Wurm enters, flip a coin. If you lose the flip, return Wild Wurm to its owner's hand.
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