Spells your opponents cast that target Shoalshine cost an additional {2} to cast. Concord — {T}: Draw a card. Activate only if there are four or more card types among permanents you control.
Keenly aware of its status as a good luck charm, it pays daily visits to as many friends as it can.
“Look at the power these small pieces of ankulith bestow upon me, and you'll understand why this is the path we must walk to save ourselves.” — Dehmi, Origin Seeker
Reveal the top four cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand. Shuffle the other and up to four cards from your graveyard into your library.
“Lies. Margaret made no pacts with fair folk; I would have known had she done so.” —Doctor Barton to Wormwood
When Shojiro, the Wavewaker enters, submerge up to eight target creatures your opponents control. (To submerge a card, exile it, then put it on the battlefield face down under its owner's control as a 2/2 creature.)
When Shokan Captain enters, you may search your library for an Equipment card, reveal it, shuffle, then put that card on top. Art of war — At the beginning of your end step, if Shokan Captain dealt damage to an opponent this turn, put a +1/+1 counter on it.
Target creature gains hexproof until end of turn. Monument {2}{U}(You may cast this transformed from your graveyard for its monument cost. Exile it if it would leave the battlefield or not resolve.)
{3}{U}{U}: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.) When Shorecrash Octopus becomes monstrous, return target instant or sorcery card from your graveyard to your hand.
Heretic (Whenever you cast a spell that doesn't share a color with this creature, it gets +1/+1 until end of turn.) When Shoring Naiad enters, if {U} was spent to cast it, you may return an instant or sorcery card from your graveyard to your hand.
Search your library for two basic land cards, reveal them, put them into your hand, then shuffle. (Then exile this card. You may cast the creature later from exile.)
Reveal the top four cards of your library. You may put a permanent card revealed this way with mana value less than the greatest mana value among permanents you control onto the battlefield. Put the rest on the bottom of your library in a random order.
Target creature you control deals damage equal to its power to target creature you don't control. For each point of excess damage dealt this way, put a +1/+1 counter on the creature you control.
Prevent all combat damage that would be dealt this turn. You get a glory counter. (You lose glory counters before life. A player with ten or more glory counters wins the game.)
Enchant creature Enchanted creature gets +2/+2. Whenever enchanted creature attacks while you control an Angel or Nephilim, put a +1/+1 counter on target attacking creature you control with lesser power.