When Faulty Lock enters or is put into a graveyard from the battlefield, choose a creature you control. Whenever that creature deals combat damage to a player this turn, draw a card. {2}{U}: Sacrifice Faulty Lock. Activate only as a sorcery.
Whenever a creature you control deals combat damage to a player, you may draw a card. Fleeting {1}{U}(You may cast this spell for its fleeting cost. If you do, sacrifice it at the beginning of the next end step.)
Exile target creature you control, then each other player may exile a creature they control. Each player who exiled a creature this way reveals cards from the top of their library until they reveal a creature card with mana value different from the creature they exiled, puts that card onto the battlefield, then shuffles.
You have no maximum hand size. Whenever a player casts a spell, put a +1/+1 counter on Humar. At the beginning of your upkeep, target player draws cards equal to Humar's power.
Whenever you cast a spell, you may cast a spell from your hand with lesser mana value without paying its mana cost. You can't cast more than one spell of each card type each turn.
Fleeting {2}{U}(You may cast this spell for its fleeting cost. If you do, sacrifice it at the beginning of the next end step.) [+1]: Any number of other target nonland permanents lose all abilities until your next turn. [0]: You may tap an untapped creature you control. If you do, draw two cards. [–2]: Create a token that's a copy of target creature, except it loses all abilities until end of turn.
Whenever you cast a noncreature spell, up to one target artifact or non-Aura enchantment you control becomes a 3/3 creature in addition to its other types until end of turn.
When Overwhelming Paperwork enters or is put into a graveyard from the battlefield, return up to one target creature to its owner's hand. {3}{U}{U}: Sacrifice Overwhelming Paperwork. Activate only as a sorcery.
When Pale Night Remnants enters, return up to one target nonland permanent and all other permanents with the same name as that permanent to their owners' hands.
“Late they ride, announcing their arrival to a kingdom long past.” —Children's story
When Recognification Process enters and at the beginning of your upkeep, create a token that's a copy of target artifact you control, then sacrifice an artifact.
“And I look upon the world again and again and again, hoping to find something.” —Alida
When River Miscreants enters, target creature you control can't be blocked this turn. {2}{U}: Return River Miscreants to its owner's hand. Activate only as a sorcery.
“Armies take food. But damn well I'm not giving up any of mine!”
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) {2}{U}{U}, Sacrifice Search for a New Land: Draw two cards.
Kicker—Sacrifice an artifact. (You may sacrifice an artifact in addition to any other costs as you cast this spell.) Target creature's owner puts it on the top or bottom of their library. If this spell was kicked, draw a card.
Until end of turn, target creature loses all abilities and has base power and toughness 1/1. If it's attacking, counter all triggered abilities from that source.
“For the last time, these cells will not work! Bask in your glory once you have a real solution in place.”
Defender Whenever one or more creatures you control deal combat damage to a player, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) When Wall of Notes dies, draw a card.