Other Elves you control get +1/+1. Whenever another Scout you control deals combat damage to a player, you may reveal the top card of your library. If it's a land card, put it onto the battlefield tapped.
Enchant creature an opponent controls Whenever enchanted creature attacks or blocks, fateseal 1. (Look at the top one cards of an opponent's library, then put any number on the bottom and the rest on top in any order.)
At the beginning of your upkeep, each player loses 3 life unless they sacrifice a creature. Sacrifice a creature: Fateseal 1. (Look at the top one cards of an opponent's library, then put any number on the bottom and the rest on top in any order.)
When Fading Prison enters, exile target creature until Fading Prison leaves the battlefield. {W}, Sacrifice Fading Prison: Exile target creature you control, then return that card to the battlefield under its owner's control.
{U}, Discard a card: Counter target spell unless its controller pays {1}. Whenever a spell or ability you control counters a spell or ability, you get a glory counter. (You lose glory counters before life. A player with ten or more glory counters wins the game.)
“One day it hit me, that so many of us were lost in our fates, vainly trying to craft a life we had never lived. I didn't want that. They tell me I will die, but at least I will have lived.”
When Fatethief dies, put the bottom card of your library into your hand. Revive {2}{B}{B}({2}{B}{B}, Exile this card from your graveyard: Create a token that's a copy of it except it has no mana cost. Revive only as a sorcery.)
Flying {1}{U}, Sacrifice Fatewrench: Fateseal 2. (To fateseal 2, look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)
No secret is safe from Mei's students, not even those that haven't been thought of yet.