Target opponent discards two cards. You create a 0/1 black Cultist creature token with “{1}{B}{B}, Sacrifice three Cultists: Create a 5/5 black Demon creature token.”
The slier of the Yenzu priests tried passing off their demonic rituals as ‘performance art.'
(As this Discovery enters and after your draw step, add a progress counter. Stop after you've discovered.) I, II — Look at the top five cards of your library. Put up to one creature card with mana value 2 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order. Discovery — At the beginning of combat on your turn, tap target creature an opponent controls.
Vanishing 3 (This permanent enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever a time counter is removed from Thespian's Finale, create a token that's a copy of target creature. Sacrifice that token at the beginning of your next upkeep.
Choose two — • Scry 3, then you may mill up to three cards. • Each opponent loses 3 life. • You draw a card and you lose 1 life. • Return a creature card from your graveyard to your hand.
Search your library for a nonland card not named Thin the Veil, exile it, then shuffle. If it has mana value less than or equal to the number of card types among cards in your graveyard, you may cast it without paying its mana cost. If you don't, put it into your hand.
Rhapsody {4}{U}{U}(Pay {4}{U}{U} to cast this as a 4/4, or as a sorcery to make it become a 4/4.) Whenever you draw a card, any number of target players mill two cards. Whenever This Is Not Our Fate deals combat damage to a player, for each player, you may cast an instant or sorcery card from that player's graveyard without paying its mana cost.
Primal {5}{R}{W}(During your turn, you may cast this spell for {5}{R}{W} instead of playing a land.) Until end of turn, permanents you control gain indestructible and permanents you don't control lose indestructible. Then if if this spell was cast for its primal cost, destroy all nonland permanents.
Target player mills five cards. Draw a card for each card type among cards milled this way. (The card types are artifact, creature, enchantment, land, instant, planeswalker, sorcery, and tribal.)
(Choose only one work as a sorcery to add its ability.) When Those Lost to the Waves enters, search your library for an artifact card with mana value 3 or less, reveal it, put it into your hand, then shuffle. {1}{W}: Fight the Current Equipped creatures you control get +1/+1. {3}{U}: Soul of the Sea At the beginning of combat on your turn, you may have target noncreature artifact become a 3/3 artifact creature until end of turn.
(Choose only one work as a sorcery to add its ability.)
Counter target instant or sorcery spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may cast that spell for as long as it remains exiled and you may spend blue and black mana as though it were mana of any color to cast it.
When Thought Paradigm enters, conjure a card named Data-Point into your hand. (It's a sorcery that costs {2} with “Draw a card.”) Whenever you cast a sorcery spell, target player mills three cards.
Whenever you draw a card, you may have target opponent exile the top card of their library face down. You may look at and play cards exiled with Thought Siphon, and you may spend blue mana as though it were mana of any color to cast them.
Target creature gets +2/+0 and gains haste until end of turn. Fabled {2}{R}(Then if you cast this for its fabled cost, put it onto the battlefield transformed attached to that creature.)