When Ophidian Oracle enters the battlefield, draw a card, then abound. (To abound, you may cast a spell that costs less than this from your hand without paying its mana cost.) Recite {2}{G}{G}(You may cast this creature from your graveyard for its recite cost. If you do, exile it when it enters the battlefield or if it would leave the battlefield.)
{1}, {T}, Pay 1 life: Add one mana of any color. Put a charge counter on Paradox Rings. {T}, Remove three charge counters from Paradox Rings and sacrifice it: Draw a card.
Enchant creature Enchanted creature gets +1/+0 and has haste. Once each turn, when enchanted creature becomes tapped, you may add {R}{R}. Until end of turn, you don't lose this mana as steps and phases end.
At the beginning of your upkeep, exile the top card of each of your libraries. Put X cards exiled with Possibility Matrix on the bottom of their owner's library: You may cast a nonland card exiled with Possibility Matrix with mana value X or less without paying its mana cost.
At the beginning of each upkeep, if it's an extra turn, end the turn. If a player would search a library, that player searches the top four cards of that library instead.
Archive 5 (As this enters the battlefield, shuffle the top five cards of your main library into a new face up library. Sacrifice this after the archived library is empty.) At the beginning of your upkeep, put the top card of any of your libraries on the bottom of the archived library, then you may put any card in the archived library on top of the archived library.
[+1]: Each player may draw a card. For each opponent who does, put a loyalty counter on Rahit. [–1]: Each player draws three cards, then puts two cards from their hand on top of their library in any order. [–6]: You get an emblem with “Discard a card with mana value X: Counter target spell with mana value X or less.”
Starting with you, each player either passes or reveals the top card of their library. Each player that revealed a card this way pays life equal to its mana value. If a player can't, that player passes. Then each player who hasn't passed yet puts that card into their hand. Repeat this process until each player has passed.
Choose target player. Until end of turn, if a spell or ability that player controls would cause them to draw a card, each of their opponents draws a card instead.
“There was a plan. There was a plan. There was a plan. The-”
({T}: Add {R}.) Rousing Rubble enters the battlefield tapped. Double strike {2}{R}{R}: Rousing Rubble becomes a creature in addition to its other types until end of turn.
Trample Rubble Tender's power and toughness are each equal to the number of land cards in your graveyard. At the beginning of your upkeep, sacrifice a land, then search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
Enchant land Whenever enchanted land becomes tapped, scry 1. Enchanted land has “{G}, {T}: Each player reveals the top card of their library. Each player that revealed a land card this way may put that card into their hand.”