Haste Whenever Herald of the Humble deals combat damage to a player, that player reveals the top card of their library. If it's a nonland card with mana value 3 or less, they may cast it without paying its mana cost.
{T}: Add one mana of any color. When you spend this mana to cast a spell with mana value 5 or greater, put two +1/+1 counters on Herald of the New Divinity.
When Dusk City purged its net of its new pantheon, only the servants long hidden in backups survived.
When this creature enters, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs {2} more to cast. Arise {2}{W}{W}({2}{W}{W}, Exile this from your graveyard as a sorcery: Create a black token copy of it that's also a Zombie and can't block.)
{B}{R}, {T}, Sacrifice Heretical Soulshifter: Return target creature card from your graveyard to the battlefield. It gains haste until end of turn. Activate only as a sorcery.
“The weakness of my body is temporary, as my soul is strong.”
You may have Hero of Shengin Province assign its combat damage as though it weren't blocked. {2}{G}: Until end of turn, you may have creatures you control assign combat damage as though they weren't blocked. Activate only if Hero of Shengin Province is in your graveyard.
Vigilance Concord — {G}: Hero of the Stained Blade gets +2/+2 and gains trample until end of turn. Activate only if there are four or more card types among permanents you control and only once each turn.
Reach As long as you control an artifact or an enchantment, Heron's Grace Patrol gets +1/+1 and has vigilance. {2}{G}{W}, {T}: Mill three cards. You may return a permanent card milled this way to your hand.
Whenever you cast a spell that's white, blue, black, or green, put a +1/+1 counter on Hesitant Vanguard. Surpass {5}{R}({5}{R}: Transform this creature. This costs {1} less to activate for each counter on it. Activate only as a sorcery.)
Wanderlust — Whenever Highwild Survivalist attacks, add {R} or {G}. If you control four or more differently named lands, add {R}{G} instead. Until end of turn, you don't lose mana added this way as steps and phases end.
When Hila Okunos enters, look at the top six cards of your library. You may reveal an Aura or Aurashaper card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Whenever another nontoken Aura or Aurashaper you control enters, create a token that's a copy of it.
When Himari enters, put a +1/+1 counter on a creature you control. Creatures you control with counters on them have base power and toughness 4/4 and have trample.
Meant to be the first of many, ended up being the only one needed.