Whenever Gentry Infiltrator deals combat damage to a player, you may search that player's library for a creature card and exile it. If you do, that player shuffles. {2}{U}{U}: Gentry Infiltrator becomes a copy of a creature card exiled with it until end of turn.
When Globule of Intuition enters or leaves the battlefield, scry 1. (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.) {2/U}, {T}, Sacrifice Globule of Intuition: Draw a card.
When Globule of Turmoil enters or leaves the battlefield, up to one target creature can't block this turn. {2/R}, {T}, Sacrifice Globule of Turmoil: Draw a card.
When Globule of Vigor enters or leaves the battlefield, up to one target creature gets +1/+1 until end of turn. {2/G}, {T}, Sacrifice Globule of Vigor: Draw a card.
Equipped creature has vigilance and can block an additional creature each combat. Equip {2}({2}: Attach to target creature you control. Equip only as a sorcery.)
“When man forges armor half as resistant as granite, maybe I'll start listening.”
Enchant creature Enchanted creature has double strike. Whenever enchanted creature deals combat damage to an opponent, exile the top card of your library. You may play that card this turn.
“‘One shot, one kill' may work for Xiu, but as far as I'm concerned now is the time for overkill.” —Anne Sullivan
Hafiq the Wise has hexproof as long as you've cast a spell this turn. {U}, Discard a card with mana value X: Counter target spell with mana value X. {U}, Sacrifice another permanent with mana value X: Return target instant or sorcery card with mana value X from your graveyard to your hand.
When Hand of Consequence enters, creatures your opponents control get -1/-1 until end of turn. At the beginning of your upkeep, if your fealty to Swamps is five or greater, transform Hand of Consequence. (Each Swamp you control counts towards your fealty to Swamps.)
When Hand of Fidelity enters, creatures you control get +1/+1 until end of turn. At the beginning of your upkeep, if your fealty to Plains is five or greater, transform Hand of Fidelity. (Each Plains you control counts towards your fealty to Plains.)
When Hand of Fury enters, it gets +2/+2 and gains haste until end of turn. At the beginning of your upkeep, if your fealty to Mountains is five or greater, transform Hand of Fury. (Each Mountain you control counts towards your fealty to Mountains.)