+Dinosaur (10)
Look at the top five cards of your library. You may reveal a Dinosaur or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
When this creature dies, you may discover X, where X is its toughness.
When this Equipment enters, attach it to target creature you control.
As this Equipment becomes attached to a creature, choose an exiled creature card used to craft this Equipment.
Equipped creature is a copy of the last chosen card.
Equip
Whenever this creature deals damage to a Dinosaur, destroy that creature.
Attacking creatures get +2/+0 until end of turn. Dinosaurs you control gain trample until end of turn.
Vigilance, trample
Other Dinosaurs you control get +1/+1 and have vigilance and trample.
Suspend 4—
Whenever a time counter is removed from this card while it's exiled, create a 2/2 red and white Dinosaur creature token with flying and haste.
As a historic permanent you control enters, it becomes a 7/7 Dinosaur creature in addition to its other types. (Artifacts, legendaries, and Sagas are historic.)
When this enchantment enters, your life total becomes 15.
At the beginning of your upkeep, this enchantment deals 15 damage to target creature an opponent controls and that creature deals damage equal to its power to you.
+2: Put two +1/+1 counters on up to one target Dinosaur you control.
−3: Target Dinosaur you control deals damage equal to its power to target creature you don't control.
−7: Dinosaurs you control get +4/+4 until end of turn.
2 — : Add . Spend this mana only to cast creature spells.
4 — At the beginning of combat on your turn, target noncreature artifact you control becomes a 4/4 artifact creature with flying until end of turn.
2 — 2/4
5 — 8/6
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