{T}: Add {C}. {T}, Pay 1 life: Add one mana of any color. Spend this mana only to cast a legendary spell or activate an ability of a legendary permanent. {3}, {T}, Sacrifice Many-Voiced Tower: Search your library for a legendary card, reveal it, put it into your hand, then shuffle. Activate only if you control five or more differently named lands.
Improve {1}{W}({1}{W}: 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.) Prevent all combat damage that would be dealt to attacking embattled creatures you control. (A creature is embattled if it has a counter on it or has a permanent you control attached to it.)
[+1]: Exile up to one target tapped creature. [–2]: Create a 4/4 white Angel creature token with flying. [–3]: Destroy all creatures. You gain 1 life for each creature destroyed this way. [–7]: You get an emblem with “At the beginning of each end step, you gain life equal to twice the life you've lost this turn.”
Deception {2}{U}{U}({2}{U}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) As long as it's your turn, Marilye is a 3/2 Elf Rogue creature with hexproof and indestructible. [+1]: Tap target permanent. It doesn't untap during its controller's next untap step. [–2]: Exile the top five cards of target opponent's library. You may cast any number of cards exiled this way with total mana value less than or equal to the amount of damage dealt to them this turn without paying their mana costs.
Marin Polgek, Academy Heiress has hexproof as long as you control three or more enchantments. {1}{W/U}{W/U}: Create a token that's a copy of target enchantment you control.
{T}: Add one mana of any color. {1}, {T}: You get a glory counter. (You lose glory counters before life. A player with ten or more glory counters wins the game.)
At the beginning of your upkeep, exile the top card of your library. Masahita, Bloodtongue deals damage to you equal to that card's mana value. Until end of turn, you may play that card.
Spirited (When this creature enters, you may activate one of its activated abilities without paying its cost.) {1}, {T}: Look at the top card of your library. You may put the card back or into your graveyard.
When Mass Orator enters, if it isn't a token, populate. (Create a token that's a copy of a creature token you control.) Creature tokens you control get +1/+1.
When Master Negotiator enters, you may gain control of target nonland permanent an opponent controls with mana value 2 or less. If you do, its controller may draw a card. Otherwise, you draw a card.
Creatures you control attacking cause abilities of that creature to trigger as though it entered. {2}{R}{W}: Target creature gains vigilance and haste until end of turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever Master of Ancient Ways mentors a creature, that creature gains double strike until end of turn.