You draw a card and you lose 1 life. Exile Small Luxuries. At the beginning of your upkeep, you may return Small Luxuries from your graveyard to your hand.
Goad up to one target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.) Draw a card.
“You build your world upon your vision. What will you do when you can't see?.” —Ulthir, Winter's Sorrow
Target creature gains deathtouch and poisonous 1 until end of turn. (Whenever that creature deals combat damage to a player, that player gets a poison counter.) Inscribe {1}{G}({1}{G}: Exile this card from your hand inscribed on a creature you control. Whenever that creature attacks, its controller may cast a copy of the inscribed card without paying its mana cost. Inscribe only as a sorcery.)
Create a 1/1 blue Bird creature token with flying. Inscribe {2}{U}({2}{U}: Exile this card from your hand inscribed on a creature you control. Whenever that creature attacks, its controller may cast a copy of the inscribed card without paying its mana cost. Inscribe only as a sorcery.)
Improve {1}({1}: Put a +1/+1 counter on this creature. This costs {1} more to activate for each +1/+1 counter on it. Improve only as a sorcery.) At the beginning of your upkeep, exile up to one target nonland permanent you own. Return that card to your hand. If Soul Reader has two or more counters on it, you may instead return that card to the battlefield under your control.
Advance {2}{R}(Cast this for {2}{R} to advance it as it enters. {2}{R}: Advance this as a sorcery.) Haste Whenever Soulblade Warrior advances, it gets +2/+0 until end of turn.
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.)
Whenever a land you control enters, you gain 1 life. {3}{G}, Sacrifice Sower of Spring: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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.
Gestalt (When this or another creature enters under your control, you may merge it with the one in play, keeping counters and attachments. They become the permanent on top plus all abilities from under it.) If you would gain life, you may put a +1/+1 counter on this creature instead. When this creature has toughness 20 or greater, you win the game.
Choose one — • Target creature gets +2/+2 and gains indestructible until end of turn if it has flying. • Target creature gets +1/+1 and gains flying until end of turn.