When Mettalia's Forward enters, you may salvage a card. (Exile one from your graveyard until this creature leaves the battlefield. Whenever this creature deals combat damage to a player, put a card it salvaged into your hand.)
Mettalia is all colors. Mettalia has protection from each color among cards she's salvaged in exile. When Mettalia enters, for each color, you may salvage a nonlegendary card of that color. (Exile one from your graveyard until this creature leaves the battlefield. Whenever this creature deals combat damage to a player, put a card it salvaged into your hand.)
Whenever a land you control enters, crystallize. {10}: Shuffle any number of other permanents you control into their owner's library. Mill that many cards. Put all permanent cards milled this way onto the battlefield. Activate only during your turn and only once each turn.
Mianju enters with your choice of a menace or +1/+1 counter on them. Whenever two or more creatures in Mianju's pack attack, mill three cards, then return a creature card from your graveyard to your hand. (Two or more creatures you control with equal power are in a pack.)
Create a 2/2 blue Jellyfish enchantment creature token with flying. Flashback {4}{U}(You may cast this card from your graveyard for its flashback cost. Then exile it.)
The first intelligences that passed through inhabited hardlight constructs. In their new forms, they wandered the empire that created them.
When Miasma Spewer enters, you may sacrifice a permanent. When you do, Miasma Spewer deals 1 damage to each opponent and each creature and planeswalker they control.
Whenever you discard a card, choose up to one that hasn't been chosen this turn — • Draw a card. • Tap target creature. Put a stun counter on it. • Create a 2/2 blue Jellyfish enchantment creature token with flying.
During the Dream Moon festival Dusk City's skies are filled with hardlight images mimicking lost life.
Flash Wanderlust — When Microzoologist enters, search your library for a creature card with mana value 1. If you control four or more differently named lands, you may search for a creature card with mana value 3 or less instead. Reveal that card, put it into your hand, then shuffle.
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.
Reveal the top three cards of your library and put them into your hand. If this spell was cast from your graveyard, each opponent loses life equal to the total mana value of those cards. Otherwise, you lose that much life. Flashback {4}{B}{B}(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Harvest (You may tap any number of creatures you control as you cast this spell. If you do, reduce this spell's mana cost by their total power.) Destroy target creature.
Thomas was quick to boast during the day and quicker to run off scared during the night.
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.
When Miede-District Alchemist enters, add {R}{R}{R}. Paranoia {1}{R}(You may cast this spell for its paranoia cost when a permanent you control leaves the battlefield.)
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.)
Golden age (If you cast an instant or sorcery spell, activated a nonmana ability, and attacked this turn, enter a renaissance for this game.) {1}{R}: Mieng gains flying until end of turn. Whenever Mieng attacks, create a 4/4 red Dragon creature token with flying that's tapped and attacking. Exile that token at end of combat unless you're in a renaissance.
Creatures you control gain flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, haste, hexproof, indestructible, lifelink, trample, vigilance, and prowess.
Reveal the bottom two cards of your library. You may put one of those cards into your hand. If you do, target creature gets +X/+X until end of turn, where X is that card's mana value.
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.)