Towering Boughs enters tapped. {T}: Add {R} or {G}. {3}{R}{G}: Until end of turn, Towering Boughs becomes a 6/6 red and green Treefolk creature with with trample 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.)
Choose one — • Town Justice deals damage to target creature or planeswalker equal to the greatest power among Citizens and Peasants you control. • Town Justice deals damage to target creature or planeswalker equal to the number of Citizens and/or Peasants you control.
Enchant creature you control Whenever a land you control enters, put a +1/+1 counter on enchanted creature. {3}{G}, Sacrifice Trace the Oasis: Draw cards equal to enchanted creature's power.
Equipped creature gets +0/+2. When equipped creature dies, investigate. (Create a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”) Equip {1}
You draw a card, lose 2 life, then create a Vial token. (It's an artifact with “{1}, Sacrifice this and another permanent: Draw a card. Activate only during your turn.”)
Puzzlebox (Begin the game with this and another card you own from outside the game in the command zone, locked. That card is face down until you unlock this.) {2}, Discard your hand: Unlock Traitor's Gambit. If the revealed card is red, put it into your hand. Otherwise, put it on top of your library.
Tranquil Shrine enters tapped. When Tranquil Shrine enters, if you don't control a legendary creature, sacrifice it unless you pay {1}. {T}: Add one mana of any color.
{T}: Add {C}. {7}: Transplanted Citadel becomes a 6/6 Golem artifact creature until end of turn. It's still a land. This ability costs {1} less to activate for each artifact you control.
When Trapped in the Tower enters, exile target creature an opponent controls until Trapped in the Tower leaves the battlefield. (That creature returns under its owner's control.) When you lose life, sacrifice Trapped in the Tower.
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) As long as Traveling Marshal is renowned, it has first strike.
Choose one — • Return target creature to its owner's hand unless that player pays {1}. • Counter target noncreature spell unless its controller pays {1}.