Solar Hatching deals 4 damage to each creature. Coalesce {6}{R}{R}(You may cast this from your graveyard for {6}{R}{R}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.) When Solar Hatching enters, each player chooses up to two lands they control and sacrifices the rest.
When Solar Pact enters, return up to two cards with different mana values from your graveyard to your hand. Each player can't draw more than one card each turn.
Whenever you make first contact, return target creature card from your graveyard to the battlefield. (You make first contact the first time each turn you cast a spell with a name not in your graveyard or control already.)
“The extraplanars have woken Solari! How can you claim they don't belong?”
Flying, vigilance Whenever one or more other creatures you control attack, those creatures get +0/+2 until end of turn. Whenever one or more other creatures you control block, those creatures get +2/+0 until end of turn.
Target opponent separates all creatures into two piles. You choose one of those piles. For each creature in the chosen pile, its controller sacrifices it.
“With blood spilt, Inishtu will reveal to us who is false and who is righteous.”
When Soli Chronicler enters, judge another target creature you control. (Honor it by putting a +1/+1 counter on it or condemn it by sacrificing it to draw a card.)
Flying When Soli's Blessed enters, judge another target creature you control. (Honor it by putting a +1/+1 counter on it or condemn it by sacrificing it to draw a card.)
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you. {3}{W}{U}: Tap target creature and put a +1/+1 counter on Solitary Guardian.
Whenever Solvent Tide attacks, create a Vial token. (It's an artifact with “{1}, Sacrifice this and another permanent: Draw a card. Activate only during your turn.”)
A growing alchemical life form is easy. A sustainable one, not so.
Whenever another creature you control enters, target opponent loses 1 life and you gain 1 life. Sacrifice Somber River Bearer: Creatures you control gain indestructible until end of turn.
Look at the top five cards of your library. You may reveal a nonland card from among them. If you do, put that card into your hand and cast a copy of it without paying its mana cost. Put the rest into your graveyard.
When Something in the Woods enters or at the beginning of your upkeep, Something in the Woods explores. If it explores a creature card, you may have it become a copy of that card. (It loses this ability. To explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this, then you may put that card into your graveyard.)