You gain life equal to the number of creatures you control. Each opponent loses life equal to the number of creatures they control. Destroy all creatures, then exile all graveyards.
“It may be the last night we see each other. But it sure is gorgeous.” —Tara, to Elise
Sunlit Fissure enters tapped. {T}: Add {G} or {W}. {2}{G}{W}: Until end of turn, Sunlit Fissure becomes a 3/5 green and white Elemental creature with with vigilance and “Whenever this creature attacks or blocks, torment yourself.” It's still a land. (To torment yourself, lose 3 life unless you discard a card or sacrifice a nonland permanent.)
As Sunlit Highland enters, you may pay 2 life. If you don't, Sunlit Highland enters tapped. {T}, Sacrifice Sunlit Highland: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Sunrazed Ruins enters tapped. {T}: Add {W}. {2/W}{2/W}: Sunrazed Ruins becomes a 2/3 white Elemental creature with lifelink until end of turn. It's still a land.
Sunswept Grange enters tapped. When it enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {T}: Add {R} or {W}.
At day, a welcome retreat. At night, a ritual ground.
{T}, Pay 1 life: Add {R}. {T}, Pay 1 life, Sacrifice Sunwashed Spires: Search your library for a Mountain card, put it onto the battlefield tapped, then shuffle.
Whenever you cast a spell, harmonize. (Trigger up to one harmony of a permanent you control.) Harmony — Target permanent you control becomes a 2/2 creature with flying in addition to its other types until end of turn.