Artifacts and enchantments immediately affect every player in the game (similar to the effect that global enchantments or the old enchant world cards have)
If you manage to resolve Karn, it will be near impossible for your opponent to come back
I added a couple of other event exclusive left overs, they won't last long either
In the end most decks ended up eschewing Infiltrator for another identically costed card that was indisputably more powerful and important, since having two creatures in that slot would have been highly awkward for many draws
When you do, add its power to this creature's until end of turn.) Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn
They tell a tragic tale of Mirrodins fall from grace, and, despite having no canonical personalities, they have the power to elicit emotional responses from Vorthos and Melvins alike