When Lumen Cell enters, create two 1/1 white Human creature tokens and you gain 2 life. {1}{W}: Search your library for a card named Lumen Cell, reveal it, put it into your hand, then shuffle. Activate only as a sorcery. {6}{W}{W}{W}: You win the game. Activate only as a sorcery and only if you control four or more permanents named Lumen Cell.
Search your library for an Equipment card, reveal it, put it into your hand, then shuffle. (Then exile this card. You may cast the creature later from exile.)
[+1]: Exile up to one target tapped creature. [–2]: Create a 4/4 white Angel creature token with flying. [–3]: Destroy all creatures. You gain 1 life for each creature destroyed this way. [–7]: You get an emblem with “At the beginning of each end step, you gain life equal to twice the life you've lost this turn.”
Enchant creature Enchanted creature gets +1/+1. {W}: Enchanted creature gains vigilance until end of turn. {1}{W}: Enchanted creature gains first strike until end of turn.
As Mercantile Accords enters, choose a number. Whenever an opponent casts a spell with the chosen mana value, you draw a card and create a Treasure token.
“No one beats my prices. At least, not for very long.” —Ramzi, traveling merchant
Creatures you control gain flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, haste, hexproof, indestructible, lifelink, trample, vigilance, and prowess.
(Add a quest counter as this enters. Sacrifice after 3.) Whenever you cast a legendary spell, add a quest counter. Look at the top seven cards of your library. You may reveal up to two legendary cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order. You gain 5 life. Destroy all nonlegendary creatures.
At the beginning of your upkeep, you gain 1 life for each creature you control. {3}{W}: Create a 1/1 white Soldier creature token. Activate only if you have the highest life total among all players.
Equipped creature gets +2/+2 and has ward {2}. Whenever a creature you control enters, if you cast it from exile, you may attach Minstrel's Armor to it. Equip {2}
“Gather ‘round, and I'll sing you a song of roads I used to know...”
Prevent all combat damage that would be dealt to creatures this turn. Creatures that attacked you this turn don't untap during their controller's next untap step.