Equipped creature gets +2/+2. Whenever equipped creature deals combat damage to a player, you may put a permanent card with mana value 2 or less from your hand onto the battlefield. Equip {2}
Flying When Slighted Spirit enters, detain up to two target creatures. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
Creatures your opponents control get -4/-0 until end of turn. Quickdraw {1}{U}{U}(When a creature you control blocks or becomes blocked, you may cast this spell for {1}{U}{U}.)
Slippery Capuchin can't be blocked. Whenever Slippery Capuchin becomes the target of a spell or ability, you may change the target of that spell or ability.
Distorted (This creature can be blocked by tapped creatures but not untapped creatures.) {2}{B}, Sacrifice Sluiceway Shrieker: Put the bottom card of your library into your hand.
The forgotten dwarven sewers are often filled with the screams of experiments old and new.
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Slums Thug gets +1/+1 and has menace as long as you've gained life this turn.
Creatures with power less than Sneaking Peak's power can't block it. At the beginning of your end step, if Sneaking Peak didn't attack this turn, put a +1/+1 counter on it.
Target player mills six cards. Return each creature that shares a name with a card milled this way to its owner's hand. Prophecy {1}{U}(Once each turn, you may exile a card with prophecy as you reveal it. When you do, you may cast it for its prophecy cost as long as it's exiled.)
As Sorcerous Spyglass enters, look at an opponent's hand, then choose any card name. Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
If target creature would leave the battlefield this turn, return it to its owner's hand instead. Fuse (You may cast one or both halves of this card from your hand.)
Exile the top card of your library. You may have Spark Inspiration deal 2 damage to each opponent. If you don't, you may play that card until end of turn.