Put three +1/+1 counters on target land. It becomes a 0/0 colorless Elemental creature with haste that's still a land. Orchestrate—Sacrifice a land. (You may exile this card from your hand anytime you could cast a sorcery for its orchestrate cost. When you next resolve a spell, you may cast this from exile without paying its mana cost.)
Target player sacrifices a creature. {2}{G}, Exile Crystal Puncture from your graveyard: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
The effects of an arcor overdose can be excessive.
When Crystal Vision Abomination enters, create a 1/1 blue Elemental creature token with flying. Whenever an Elemental you control attacks, that creature gets +1/+0 and first strike until end of turn.
Escalate {2}(Pay this cost for each mode chosen beyond the first.) Choose one or more — • Counter target spell. • Destroy target creature. • Discard your hand, then draw two cards.
Distorted (This creature can be blocked by tapped creatures but not untapped creatures.) Whenever a Reflection you control becomes the target of a spell or ability, it gains indestructible until end of turn.
Anything can be discounted as dream so long as you don't look too close.
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) When Cuff Down enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
Double strike {3}{W}: Arm target creature you control. Activate only as a sorcery. (Create a colorless Equipment artifact token with “Equipped creature gets +1/+0” and equip {2}, then attach it to that creature.)
At the beginning of combat on your turn, target embattled creature you control gets +1/+1 and gains vigilance and indestructible until end of turn. (A creature is embattled if it has a counter on it or has a permanent you control attached to it.)
Flash (You may cast this spell any time you could cast an instant.) When Culi-Sae Transfigurer enters, switch target creature's power and toughness until end of turn.
Equipped creature gets +2/+1 and has menace. Whenever equipped creature deals combat damage to a player, they sacrifice two permanents. Equip—{2}, Sacrifice a creature.
Escalate {R}{R}(Pay this cost for each mode chosen beyond the first.) Choose one or more. You may choose the same mode more than once. • Culminating Chaos deals 2 damage to each creature and each planeswalker. • Exile the top two cards of your library and add {R}{R}. Until end of turn, you may play those cards.
Escalate {U}{U}(Pay this cost for each mode chosen beyond the first.) Choose one or more. You may choose the same mode more than once. • Return target permanent to its owner's hand. • Shuffle any number of cards from your hand into your library, then draw that many cards plus one.
Escalate {B}{B}(Pay this cost for each mode chosen beyond the first.) Choose one or more. You may choose the same mode more than once. • Destroy target creature. • Target player draws two cards and loses 2 life.
Escalate {W}{W}(Pay this cost for each mode chosen beyond the first.) Choose one or more. You may choose the same mode more than once. • Create two 1/1 white Spirit creature tokens with flying. • You gain 6 life.