Equipped creature has indestructible as long as it's your turn. Whenever equipped creature attacks, it gets +X/+0 until end of turn, where X is its power. Equip {6}
Casualty of War deals 4 damage to target creature or planeswalker. {2}{R}{R}, Exile Casualty of War from your graveyard: Arm up to two target creatures 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.)
Whenever you cast a spell, if it isn't your main phase, create a 1/1 white Monk creature token, then creatures you control get +1/+1 until end of turn.
“One is all, and all is one. Know this, and you will never be alone.”
Creatures entering, dying, or leaving the battlefield don't cause abilities to trigger. Players can't sacrifice creatures to cast spells or activate abilities.
“With nowhere else to go, the prisoner moves inward and discovers the truth of life.” —Gurifu, Rakkiri chainwarden
Target opponent chooses a number, then you and that player may each search one of your libraries for a permanent card and reveal them. Put each permanent card with mana value less than or equal to the chosen number onto the battlefield under their owner's control, the rest into their owners' hands, then each player who searched their library this way shuffles it.
“The best gifts given are a gift shared.” — Jacie Tuck
Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard. That player mills three cards.
Dominance — At the beginning of combat on your turn, if you control the creature with the greatest power or tied for the greatest power, you may pay {R}. If you do, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.