Choose one — • Counter target spell unless its controller pays {4}. • Tap up to two target creatures. They don't untap during their controller's next untap step.
Kicker {1}{B}(You may pay an additional {1}{B} as you cast this spell.) All creatures get -1/-1 until end of turn. If this spell was kicked, creatures your opponents control get an additional -1/-1 until end of turn.
{T}: Add {C}. {T}, Sacrifice Ghost Quarter: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Flying Whenever you cast a spell from anywhere other than your hand, you may choose one — • Draw a card, then discard a card. • Angel of Wisdom phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
Enchant opponent At the beginning of enchanted player's upkeep, you create a 3/2 green Crocodile creature token with trample if enchanted player has 10 or less life. Otherwise, they lose 2 life.
Sentinel of the Highlands has hexproof as long as it's embattled. (A creature is embattled if it has a counter on it or has a permanent you control attached to it.)
“The Barrens couldn't break me. Neither will you.”
When Titou Louoe, Bayou Shaman enters, create a blue Aura Curse enchantment token named Curse of Impotence attached to target player. The token has enchant player and “Creatures enchanted player controls get -1/-0.”
{T}: The next time you would draw a card this turn, instead search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
“It offers the most tantalizing of choices: where to go, whom to be.” —Kemuel, the Hidden One
As long as Shambling Morass is on the battlefield or in your graveyard, it's a land in addition to its other types. When Shambling Morass dies, you may pay {1}. If you do, you draw a card and you lose 1 life.
Deathtouch Whenever another creature dies, you get a glory counter. (You lose glory counters before life. A player with ten or more glory counters wins the game.) {4}{B}, {T}: Destroy target creature and Arrogant Entrant.
Transcend (Activate as a sorcery to gain the next type and a +1/+1 counter.) Flying Tamaak the Arid Swarm can only transcend if you've sacrificed a permanent this turn. {B}{G}: Demon — Create two 1/1 black Insect creature tokens with flying. {X}{B}{G}: Elder — Destroy each other nonland, nontoken permanent with mana value X or less.
Destroy target creature. Trigger a death knell of a permanent you control.
“The souls cry out because they recognize they have lost one of their own. They do not recognize any more than that. Do not mourn, for they have already been lost for years.” —Senn, the Haunting Gaze
Mirrorgate enters tapped. When Mirrorgate enters, you choose a nonbasic land card name other than Mirrorgate, then each player chooses a color. Lands with the chosen name are lands with “{T}: Add one mana of any of the chosen colors,” and lose all other abilities, card types, and land types. {T}: Add one mana of any of the chosen colors.
When Red Flower Assassin enters, destroy target creature. Revive {5}{B}({5}{B}, Exile this card from your graveyard: Create a token that's a copy of it except it has no mana cost. Revive only as a sorcery.)
Target player reveals their hand. You and that player secretly choose a nonland card from it. Then those cards are revealed. That player discards the chosen cards.
The Refractors are difficult to appease, but they can be impressed.