Trial 3 (As you cast this spell, an opponent of your choice may pay 3 life. If they don't, they fail the trial.) When Heedless Adversary enters, you may have it deal 3 damage to target creature if that creature's controller failed the trial.
“I'll chase you to the ends of this world and beyond.”
Whenever you cast your second spell each turn, scry 2.
“...while the narrative of An Invitation to High Rollers may appear simple, it's actually quite elaborate. The gun in the first act, for example, foreshadows the violence of the final act to come. A great narrative choice by Xandra...”
(Color indicator: Pyrus, the Undying Flame is red)
Flying, haste Whenever Pyrus, the Undying Flame attacks, add {R}{R}{R}{R}. You don't lose this mana as steps, phases, and turns end. {1}{R}: Pyrus gets +1/+0 until end of turn.
When Sasori Nightrunner enters, create a 2/2 colorless Spirit creature token. Whenever a colorless creature you control dies, each opponent loses 1 life.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (If you exert it, it will still untap for other players.)
The first swing is foreign. The second is a long lost friend. The third encompasses all your passion.
Vigilance When Olde King Koswe enters, reveal the top eight cards of your library. Put any number of permanent cards from among them onto the battlefield under an opponent's control, then put the rest on the bottom of your library in a random order. At the beginning of your end step, gain control of target permanent you own.
Choose three. You may choose the same mode more than once. • Target player creates two 1/1 white Soldier creature tokens. They gain haste until end of turn. Exile them at the beginning of the next end step. • Dthan's Confluence deals 2 damage to target creature or planeswalker. • Target creature gains double strike until end of turn.
When Bubbledome Chorister enters, create a green Aura enchantment token named Sanctum's Gift attached to target creature. The token has enchant creature and “Enchanted creature has ‘{T}: Add {G} for each enchanted creature you control.'”
Tithe (As you cast this spell, you may tap three artifacts and/or creatures you control.) Creatures you control gain indestructible until end of turn. If this spell's tithe was paid, put a +1/+1 counter on each creature you control.
Enchant creature Enchanted creature gets +3/+3. Whenever enchanted creature attacks, you may put a creature card with mana value 2 or less from your hand or graveyard onto the battlefield tapped and attacking.
Align X (Choose modes with total ★ less than or equal to X. You may choose modes multiple times.) • ★ — Create a 1/1 white Soldier creature token. • ★★ — Put a +1/+1 counter on each creature you control. • ★★★★★ — Exile each permanent your opponents control. Return them to the battlefield under their owner's control at the beginning of your next upkeep.
Play with the top card of your library revealed. You may play the top card of your library. At the beginning of your end step, create an X/X green and blue Plant Elemental creature token with reach, where X is the top card of your library's mana value.
When Hellion Devastator enters, destroy up to one target nonland permanent with mana value 3 or less. Cycling {2}({2}, Discard this card: Draw a card.)
(Color indicator: What Remains of Samuel Quinn is green)
You may cast What Remains of Samuel Quinn from your graveyard and from the battlefield. It costs {G}{G} more to cast this way. What Remains of Samuel Quinn enters with your choice of X counters from among +1/+1, vigilance, reach, and trample.
Flying Once each turn, when a creature an opponent controls dies, you may create a Treasure token. {3}{B/R}{B/R}: Search target opponent's library for a card and exile it face down. Then that player shuffles. You may look at and play that card for as long as it remains exiled. Activate only once each turn and only as a sorcery.
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. {W}: Exchange a card from the archived library with a card from your hand.