At the beginning of your upkeep, you lose 1 life and choose one — • Investigate. (Create a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”) • You may sacrifice an artifact. If you do, draw a card.
Equipped creature gets +2/+2 and has reach and protection from enchantment creatures. (It can't be blocked, targeted, or dealt damage by enchantment creatures.) Equip {3}
As Road to Alratha enters, choose near or far. Whenever you attack, • Near — Creatures you control get +1/+1 until end of turn. • Far — Put a +1/+1 counter on target creature you control. Untap it.
Choose three. You may choose the same mode more than once. • Return target creature with mana value 2 or less to its owner's hand. • Scry 1, then draw a card, then discard a card. • Target creature gets -2/-0 until end of turn and attacks this turn if able.
Whenever you cast a modal instant or sorcery spell, draw a card. {W}{U}{B}{R}{G}: Copy target modal instant or sorcery spell. You may reselect modes and choose new targets for the copy, and you may choose an additional two modes and may choose the same modes more than once.
Ward {2} {G}{G}{G}, {T}, Exile a creature card from your graveyard: Search your library for up to two creature cards that share a name with the exiled card, reveal them, put them into your hand, then shuffle.
Whenever you cast a noncreature spell, look at the top card of your library. You may put it into your graveyard. {4}{U}: Draw a card. At the beginning of your upkeep, if there are twenty-four or more noncreature cards in your graveyard, you win the game.
“Remnants of the time before the Calamity, constructs guarded the Qalami people from danger. With the people gone, all they guard is their ruins.” —The Great Calamity: A History
Choose one — • Target creature gets +4/+0 until end of turn. • Sandstorm Charm deals 1 damage to target creature. It can't block this turn. • Scry 1, then draw a card.
Choose two — • Target player creates a 3/3 green Wurm creature token. • Target player puts three +1/+1 counters on a creature they control. • Return target permanent card from your graveyard to your hand. • Destroy target creature with flying.
When Sandwurm's Might enters, you may have target creature you control fight target creature you don't control. Each creature you control enters with an additional +1/+1 counter on it.
As Scavenging Sandwurm enters, choose decay or remain. When Scavenging Sandwurm dies, • Decay — Draw a card. • Remain — Create a 2/2 black Zombie creature token.
Flash When Scholar of Necromancy enters, if a creature died this turn, investigate. (Create a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”)