Siphon (Each -1/-1 counter you put on your creatures up to their remaining toughness while casting this pays for {1}.) You gain X life and draw X cards, where X is the number of creatures that died this turn.
Enchant opponent Whenever Middleware or another Curse becomes attached to enchanted player, exile the top card of that player's library face down. For as long as that card remains exiled, you may look at it and you may play it. Mana of any type can be spent to cast that spell.
Once each turn, when you activate a nonmana ability, you may create a tapped 1/1 white Spirit creature token with flying. {4}{W}{U}: You gain 1 life and draw a card.
And the weak and weary mutter: “It's only the wind—nothing more.”
Whenever you cast a spell from exile, put two +1/+1 counters on Midnight Vagrant. It gains menace until end of turn. {1}{B}{B}: Exile the top card of target opponent's library. You may play that card during any turn you attacked with a Rogue, and you may spend mana as though it were mana of any color to cast it. Activate only as a sorcery.
Haste {R}, {T}: Miede-District Enforcer deals 2 damage to target creature that entered this turn or player that cast a creature spell this turn. Paranoia {1}{R}(You may cast this spell for its paranoia cost when a permanent you control leaves the battlefield.)
Until end of turn, target creature gains double strike and damage dealt by it can't be prevented. Fuse (You may cast one or both halves of this card from your hand.)
Search your library for a basic Forest or Plains card, put that card onto the battlefield tapped, then shuffle. {3}{W}, Exile Migration Range from your graveyard: Create two 1/1 green and white Elk Spirit creature tokens. Activate only as a sorcery.
At the beginning of your upkeep, you gain 1 life for each creature you control. {3}{W}: Create a 1/1 white Soldier creature token. Activate only if you have the highest life total among all players.
Lifelink When Milunda, Prairie Prince enters, each opponent loses life equal to the number of storied permanents you control and you gain that much life. (Enchantments and legendary permanents are storied.)
Whenever an enchantment you control enters, choose one that hasn't been chosen this turn — • Draw a card. • Put two +1/+1 counters on target creature you control.
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Mindscreech Drake deals combat damage to a player, that player mills three cards.