{1}{R}: Earnest Labourer gets +2/+0 until end of turn. {4}{G}: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
When Earthcraft Meditation enters, put three +1/+1 counters on each land you control. At the beginning of combat on each player's turn, you may have any number of lands you control become 0/0 creatures with haste in addition to their other types until end of turn.
[+1]: Untap up to one target creature. [0]: Edith Waunt becomes a legendary green Human creature with “This creature's power and toughness are each equal to the number of loyalty counters on it” and “Whenever this creature deals damage, put a loyalty counter on it” until your next turn.
At the beginning of your upkeep, you may search your library for a permanent card with mana value 1 or less, put it onto the battlefield, then shuffle.
Hexproof When Elusive Devout enters, choose one — • Put a +1/+1 counter on Elusive Devout. • Create a colorless artifact token named Lotus Petal with “{T}, Sacrifice this artifact: Add one mana of any color.”
Defender, reach {T}, Discard a card: Create a 0/2 red and green Scarecrow creature token with defender and reach. {R}{G}, {T}: Embergourd Scarecrow deals X damage to target player or planeswalker, where X is the number of creatures with defender you control.
Gestalt (When this or another creature enters under your control, you may merge it with the one in play, keeping counters and attachments. They become the permanent on top plus all abilities from under it.) When this creature dies, it deals X damage to target player or planeswalker, where X is the number of cards and tokens merged with it.
Target player shuffles up to three target cards from their graveyard into their library. Acquiesce (If you cast this spell from your hand, exile it as it resolves. When one or more creatures you control deal combat damage to an opponent, you may cast this card from exile without paying its mana cost.)
Return all nonland permanents to their owners' hands.
Though nowhere was truly safe, the people of Fretport quickly learned that locked doors and barred windows kept out not only unwanted intruders, but the plague as well.
Exile up to one target activated ability, triggered ability, or nonland permanent. Coalesce {5}{G}{W}{U}(You may cast this from your graveyard for {5}{G}{W}{U}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.) End of All Things enters tapped.
Each player discards their hand and sacrifices all permanents they control, draws seven cards, then abounds seven times. (To abound, you may cast a spell that costs less than this from your hand without paying its mana cost.)
Mill five cards. You may choose up to two nonland cards with mana value 2 or less milled this way. You may cast one without paying its mana cost. Put the rest into your hand. Coalesce {6}{G}{W}(You may cast this from your graveyard for {6}{G}{W}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.) Flying, vigilance
Whenever a player casts a spell, exile the top card of that player's library. You may play that card for as long as it remains exiled, and you may spend mana as though it was mana of any type to cast it. At the beginning of your end step, put all cards exiled with Endless Inspiration into their owner's graveyards.
Archive 3 (As this enters, shuffle the top three cards of your main library into a new face up library. Sacrifice this after the archived library is empty.) Whenever you draw a card from the archived library, put the top card of your main library on the bottom of the archived library. {B}: Exchange a card from the archived library with a card from your hand.
Any number of target players mill twice X cards, where X is the number of artifacts and enchantments you control. Then you may cast a nonland card with mana value X or less from a graveyard without paying its mana cost. You can't cast more spells this turn.
Ward—Pay 5 life. Whenever Ensouled Savior deals combat damage while attacking, you get five glory counters. (You lose glory counters before life. A player with ten or more glory counters wins the game.)
Choose one — • Prevent all damage that would be dealt by creatures this turn. • Harmonize twice. (Trigger up to one harmony of a permanent you control.)