Creatures you control get +2/+2 and gain trample until end of turn. If you cast this spell from exile, creatures you control get an additional +2/+2 until end of turn. Prophecy {2}{G}{G}(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.)
Primal {1}{G}{G}(During your turn, you may cast this spell for {1}{G}{G} instead of playing a land.) When Swampedge Sentinel dies, return another creature card from your graveyard to your hand.
At the beginning of combat, each player chooses a creature. Those creatures attack or block this turn if able. Whenever one of those creatures dies this turn, Sweep Stakes deals 3 damage to that creature's controller.
Whenever you cast a red spell, create a 2/1 red Merfolk creature token. Whenever you cast a green spell, target creature gets +2/+2 and gains trample until end of turn.
Whenever equipped creature deals combat damage, you may return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of damage dealt this way. Equip {1}
Equipped creature gets +2/+2 and has protection from white and from blue. Whenever equipped creature deals combat damage to a player, until your next turn, spells that player casts cost {1} more to cast and spells you cast cost {1} less to cast. Equip {2}
Until end of turn, noncreature lands you control become 3/3 Elemental creatures with haste and trample. Orchestrate {1}{G}(You may exile this card from your hand anytime you could cast a sorcery for its orchestrate cost. When you next resolve a spell, you may cast this from exile without paying its mana cost.)
Whenever you cast a red instant or sorcery spell, you may exile a nonred instant or sorcery card from your graveyard. If you do, you may copy the exiled card and cast the copy without paying its mana cost.
Whenever a white creature you control enters, you may exile a nonwhite creature card from your graveyard. If you do, create a token that's a copy of that card.
Create three 1/1 colorless Spirit creature tokens.
“Before we found aether, every ghost hung around forever. You could contain em, chase em off, but never be rid of em for good. Now we've got a fighting chance.”
Primal {2}{U}{U}(During your turn, you may cast this spell for {2}{U}{U} instead of playing a land.) Whenever Tangleveil Mystic deals combat damage to a player, draw cards equal to the number of cards in your hand.