Defender, flying Cadence (Whenever you cast a spell, if its mana value is greater than this creature's power, put a +1/+1 counter on this creature.) Remove a +1/+1 counter from Spellwork Bulwark: It loses defender and gains hexproof and indestructible until end of turn.
{1}, {T}, Exile Sphere of Sorcery: Return target noncreature, nonland card from your graveyard to your hand. {8}, {T}, Exile Sphere of Sorcery: Return any number of target noncreature, nonland cards from your graveyard to your hand.
Spined Spire enters tapped. {T}: Add {U} or {R}. {1}{U}{R}: Until end of turn, Spined Spire becomes a Lizard creature with menace in addition to its other types. Scavenge {1}{U}{R}
Spiny Ridge enters tapped. When it does, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this, then you may put that card into your graveyard.) {T}: Add {R}. {4}{R}: Spiny Ridge becomes a Lizard creature. (This effect lasts indefinitely.)
Spires of Caulte enters tapped. {T}: Add {B} or {R}. {B}{R}: Until end of turn, Spires of Caulte becomes a 3/2 black and red Construct creature with with menace 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.)
{T}: Add {C}. {T}: Add one mana of any color among creatures you control. {X}: Spirit Blossom Shrine becomes an X/X Spirit creature until end of turn. It's still a land. Activate only if you control a creature with power X.
Splendid Scenery enters tapped unless you control a basic land. {T}: Add {G} or {W}.
“A fortress of a forest, immortal and impervious before its guardians acted out. Now but a forest of wrongful fear. Casting a cleric to show them light.” —Percy's Playbook, Page 1
Equipped creature has “You may choose not to untap this creature during your untap step” and “{T}: Gain control of target creature with power 5 or greater for as long as you control this creature and it remains tapped.” Equip {3}
Whenever equipped creature deals combat damage to a player, put two balance counters on Staff of Equilibrium. Remove a balance counter from Staff of Equilibrium: Staff of Equilibrium deals 1 damage to any target. Equip {1}
Equipped creature gets +1/+1. At the beginning of combat on your turn, choose flying, first strike, vigilance, trample, or haste. Equipped creature gains that ability until end of turn. Equip {2}