Temper (12)
Dark Temper deals 2 damage to target creature. If you control a black permanent, destroy the creature instead.
Target creature gets +2/+2 and gains trample until end of turn.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Enchant creature
Enchanted creature gets +2/+2 and has ": Target creature can't block this creature this turn."
Fiery Temper deals 3 damage to any target.
Trample
: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
Whenever Ill-Tempered Loner is dealt damage, it deals that much damage to any target.
: Ill-Tempered Loner gets +2/+0 until end of turn.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Prevent the next X damage that would be dealt to target creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
Whenever a creature you control attacks alone, exile the top card of your library. You may play that card this turn.
Sliver creatures you control have "Whenever this creature deals combat damage to a player, put a +1/+1 counter on it."
Artifact creatures you control get +2/+2.
, : Put a +1/+1 counter on target creature with a +1/+1 counter on it.
, : Put a +1/+1 counter on target creature.
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