Exile target artifact or enchantment. You gain 1 life.
“As you can see, I'm in wonderful health. And I've always had a fancy for baubles like that necklace of yours. What do you say? My antidote for your jewelry? A small price to pay for safety.”
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Doomed Fate leaves the battlefield, if it had no time counters on it, destroy all nonland permanents.
Enchant creature When Double Arming enters the battlefield, put a +1/+1 counter on enchanted creature. Enchanted creature has menace. {5}: Return Double Arming to its owner's hand.
First strike, haste Whenever you cast a spell, Double-Edged Duelist gains double strike until end of turn if that spell has the same name as a card in your graveyard.
First mate — Twelve or more cards in your starting deck have “gain control” or “exchange control” in their printed rules text. (If this card outside the game is your chosen first mate, you may swap it with a card in your opening hand.) Dr. Telsi of the Ark can't be blocked. Dr. Telsi gets +1/+1 for each permanent you control but don't own.
{2}{U}{B}, Sacrifice a creature: Return target creature card from your graveyard to the battlefield with a finality counter on it. It gains myriad. (Whenever it attacks, for each opponent other than defending player, you may put a token that's a copy of this creature onto the battlefield tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
At the beginning of your precombat main phase, add {R}. Whenever a colossal ability puts one or more counters on a creature you control, Draconic Symphony deals 2 damage to any target.
Spirited (When this creature enters the battlefield, you may activate one of its activated abilities without paying its cost.) Dragonmaw Wurm enters the battlefield with X +1/+1 counters on it. {1}{G}, {T}: Target creature you control fights another target creature.
Flash If an opponent would draw one or more cards except during their draw step, instead they draw a card and you create that many 1/1 white Bird creature tokens with flying.
“C'mon, you don't need to study just now, do you?” “Well...”
When Dream Keeper enters the battlefield, each player conjures a card named Fatigue and puts it on top of their library. (It's a colorless sorcery that costs {2} with “Draw a card.”) Whenever a player draws a card except the first one they draw in each of their draw steps, each opponent mills a card.