Flying When Morkrut Gryff dies, surveil 1, then draw a card. (To surveil 1, look at the top card of your library. You may put that card into your graveyard.) Foreshadow {5}{U}{U}(You may cast this spell for its foreshadow cost. If you do, also trigger its “dies” abilities when it enters.)
Target opponent mills five cards, then you exile up to two instant and/or sorcery cards from that player's graveyard. You may cast those cards for as long as they remain exiled, and you may spend mana as though it were mana of any type to cast them.
“Now Daril, the essence of stealth is simple. Move with intention and purpose so that they'll think you were always meant to be there.” —Amelia, Aeon's Hand Assassin
Search your library for up to two cards with different names and reveal them. Target opponent chooses one of those cards. Put the chosen card into your graveyard and the rest into your hand. Then shuffle.
When Mystic Mackerel enters, you may have target player mill two cards. {3}{U}, Sacrifice Mystic Mackerel: Return target enchantment, instant, or sorcery card from your graveyard to your hand.
[+1]: Copy the next spell you cast this turn. You may choose new targets for the copy. [–3]: Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. [–8]: You get an emblem with “You may cast spells without paying their mana costs.”
Flying Civilized — Whenever Namuzzar's Disciple attacks, if you control an artifact, a creature, and an enchantment, put a +1/+1 counter on Namuzzar's Disciple.
Transcend (Activate as a sorcery to gain the next type and a +1/+1 counter.) Flying {1}{U}: Demigod — Whenever a creature you control deals combat damage to a player or planeswalker this turn, draw a card. {3}{U}{U}: God — Create an X/X blue Spirit creature token, where X is the number of cards in your hand. Put a flying counter on it.
The renegade vampire Kahra slew the Belmord bloodsire who first bit her in a bitter struggle. Now she seeks the power to reanimate him, and bind him to her will.
Flying Nectarkin enters with a +1/+1 counter on it. Whenever Nectarkin deals combat damage to a player, permutate. (You may remove a counter from a creature you control. If you do, put two +1/+1 counters on a different creature you control.)