Puzzlebox (Begin the game with this and another card you own from outside the game in the command zone, locked. That card is face down until you unlock this.) {1}, Sacrifice two Clues: Unlock Hall of Lost Histories and put the revealed card into your hand.
Vigilance The first instant or sorcery spell you cast each turn has conspire. (As you cast that spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
At the beginning of your end step, you may discard a creature card. If you do, you draw a card and you lose 1 life. Whenever a creature you control attacks alone, you may cast a creature card from your graveyard. That creature enters tapped and attacking. If you do, sacrifice the creature you attacked with at end of combat.
Flying When Hallowed Perspective enters, investigate. (Create a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”) You may exert Hallowed Perspective as it attacks. When you do, until your next turn, you may cast spells as though they had flash. (An exerted creature won't untap during your next untap step.)
Hexproof Deploy 4 (As this enters, you may tap any number of other creatures you control with total power 4 or more.) When Hamlet Witch enters deployed, return target card from your graveyard to your hand.
Equipped creature gets +2/+2. Whenever equipped creature attacks, until your next turn, up to one target creature can't attack or block and its activated abilities can't be activated. Equip {2}
When Hand of Consequence enters, creatures your opponents control get -1/-1 until end of turn. At the beginning of your upkeep, if your fealty to Swamps is five or greater, transform Hand of Consequence. (Each Swamp you control counts towards your fealty to Swamps.)
When Hand of Dominion enters, tap target creature. It doesn't untap during its controller's next untap step. At the beginning of your upkeep, if your fealty to Islands is five or greater, transform Hand of Dominion. (Each Island you control counts towards your fealty to Islands.)
When Hand of Fidelity enters, creatures you control get +1/+1 until end of turn. At the beginning of your upkeep, if your fealty to Plains is five or greater, transform Hand of Fidelity. (Each Plains you control counts towards your fealty to Plains.)
When Hand of Fury enters, it gets +2/+2 and gains haste until end of turn. At the beginning of your upkeep, if your fealty to Mountains is five or greater, transform Hand of Fury. (Each Mountain you control counts towards your fealty to Mountains.)
Flying Whenever Hand of Genesis deals combat damage to a player, manifest the bottom card of your library. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Ward—Pay 2 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 2 life.) Heroic — Whenever you cast a spell that targets Hand of Phenax, you draw a card and you lose 1 life. Hand of Phenax gains menace until end of turn.