At the beginning of your upkeep, surveil 1. As an additional cost to cast a spell, you may exile two cards from your graveyard. If you do, that spell costs {1} less to cast.
Flash (You may cast this spell any time you could cast an instant.) You may cast Wizard spells as though they had flash. {U}{U}, Tap two untapped Wizards you control: Copy target instant or sorcery spell. You may choose new targets for the copies.
When Logger Recluse enters, you may put a land card from your hand onto the battlefield tapped. {1}{G}: Logger Recluse gets +3/+0 until end of turn. Activate only once each turn.
(Activate each submodule once as a sorcery. When this enters, activate one submodule for free.) {U}{U}{U}: Premise Create a token that's a copy of target creature. {U}{U}{U}: Inference Tap all creatures target player controls. Those creatures don't untap during that player's next untap step. {U}{U}{U}: Conclusion Logic Module gains “Whenever a creature you control deals combat damage to an opponent, you may draw a card.”
Target creature gets +2/+2 until end of turn. Fabled {3}{G}{G}(Then if you cast this for its fabled cost, put it onto the battlefield transformed attached to that creature.)
Lone Hunter has indestructible as long as it has attacked alone this turn. Whenever Lone Hunter becomes the target of a spell or ability you control, if it cost one or more mana to cast or activate, you may pay {1}. If you do, draw a card.
At the beginning of your end step, you may sacrifice a creature. When you do, return another target creature card with mana value 2 or less from your graveyard to the battlefield with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
So little remained of the departed soul that was left was a void rather than a memory. Something hollow and twisted, eager to claim the first spark of life it came across.
{2}{G}: Put a +1/+1 counter on Lonesome Ravager. Ride {G}({G}: Transform this and attach it to target creature you control without a Steed. Ride only as a sorcery.)
Enchant opponent At the beginning of enchanted player's upkeep, exile up to two target cards from that player's graveyard. If two cards that share a type are exiled this way, you draw a card and you lose 1 life.
When Long Journey enters, exile target creature or planeswalker an opponent controls until Long Journey leaves the battlefield.
Day 1: Setting out, conditions good Day 29: What a beautiful world Day 109: I no longer recognize myself Day 401: What purpose I set out for has been forgotten; I have foregone my identity entirely
Choose target creature, then flip a coin. If you win the flip, Long Shot deals 5 damage to that creature. Otherwise, return Long Shot to its owner's hand.
“The odds are fifty-fifty. Either I hit, or I don't.”