Vanishing 2 (This permanent enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever a time counter is removed from Evade the Authorities, you may return target creature to its owner's hand.
Put up to one target artifact, instant, or sorcery card from your graveyard on top of your library. Investigate twice. (Create two colorless Clue artifact tokens with “{2}, Sacrifice this artifact: Draw a card.”)
Exile target artifact or creature you control, then return that card to the battlefield under its owner's control. Create a 1/1 white Spirit creature token with flying. Flashback {2}{W}(You may cast this card from your graveyard for its flashback cost. Then exile it.)
[+1]: Creatures you control gain deathtouch until end of turn. [–1]: Each player loses 3 life unless they discard a card or sacrifice a creature. [–6]: You get an emblem with “You may play permanent cards from your opponent's graveyards, and you may spend mana as though it was mana of any color to do so.”
Primal {5}{B}{G}(During your turn, you may cast this spell for {5}{B}{G} instead of playing a land.) Whenever a permanent is put into a graveyard this turn, return it to the battlefield under your control at the beginning of the next end step. If you cast this spell for its primal cost, destroy target permanent.
Exile the top card of your library. You may play that card this turn. Flashback {1}{R}(You may cast this card from your graveyard for its flashback cost. Then exile it.)
“When the sun dips behind the dunes / I weep for I cannot find your face / and I laugh for the faces I know / you make at me unseen.”
Reveal the top two cards of your library. Put up to one land card and up to one nonland card from among them into your hand. Put the rest on the bottom in any order.
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control seven or fewer lands, return Evergrowth to your hand.
When Evermind's Watch enters, conjure a card named Data-Point into your hand. (It's a sorcery that costs {2} with “Draw a card.”) Once each turn, when you activate a loyalty ability, you may create a Function token with its effects. (It's an enchantment. As you cast an instant or sorcery spell, sacrifice any number of Functions to add their effects to that spell.)
The dice were loaded, the war was over, and the good guys lost. And Remi knew that no one else on the planet would be able to change that if he didn't.
Permanents you control are black. The same is true for spells you control and nonland cards you own that aren't on the battlefield. At the beginning of your upkeep, you may pay {B}. If you do, you draw a card and you lose 1 life.
When Everything Is Going Great enters, create a 4/4 Elemental creature token that's all colors. At the beginning of your end step, exile up to one other target nonland permanent you control, then return it to the battlefield under your control.
As Evil One's Mind Tricks enters choose Lafterii or Evil One. • Lafterii — Wizards you control have “{3}{U}, {T}: Draw a card.” • Evil One — Whenever a Zombie you control enters, target player mills two cards.
Exile target creature or planeswalker. Its controller conjures a card named Data-Point into their hand. (It's a sorcery that costs {2} with “Draw a card.”)
“Natural selection is obsolete. We have better methods now.” —Janice, CySec operator