(Add a quest counter as this enters. Sacrifice after 3.) Whenever a creature you control enters, add a quest counter. Create a Treasure token. Creatures you control get +2/+2 and gain trample and haste until end of turn.
When Presence of the Unknown enters, you may sacrifice a creature. When you do, exile target nonland permanent. Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
Enchant creature Enchanted creature gets +0/+1 and has hexproof. Mirage {U}(You may cast this spell as though it had flash for its mirage cost. If you do, sacrifice it at the beginning of the next cleanup step.)
Gain control of target non-Pirate, non-Rogue creature until end of turn. Untap that creature. It gains haste until end of turn. Pirates and Rogues you control get +1/+0 until end of turn.
“Come on, I think gang life'll suit you!” —Lysene, Aravant spymaster
Search your library for a creature card, reveal it, put it into your hand, then shuffle. Then if you control a creature with power 4 or greater, you may pay {4}. If you do, you may put a creature card from your hand onto the battlefield.
Draw two cards, then discard two cards. Then if you cast Price of Wisdom from your graveyard, create a 3/3 blue Sphinx creature token with flying. Flashback {4}{U}{U}(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Reveal the top seven cards of your library. You may put a creature card from among them onto the battlefield. Put the rest into your graveyard. Then flip a coin. If you win the flip, return Primal Evocation to its owner's hand.
Distribute a vigilance, trample, first strike, and lifelink counter among up to four target creatures you control, then distribute four +1/+1 counters among those creatures.
Primal {1}{G}(During your turn, you may cast this spell for {1}{G} instead of playing a land.) Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Flash When Priority Paradigm enters, conjure a card named Data-Point into your hand. (It's a sorcery that costs {2} with “Draw a card.”) The first sorcery spell you cast each turn has flash.