When Taiyohata's Dominion enters, draw a card, then choose a creature card name. Once each turn, when a creature with the chosen name you control enters, you may create a 1/1 colorless Samurai creature token.
Destroy target nonland permanent. If it had flying, put a flying counter on a creature you control. Do the same for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
Enchant creature You control enchanted creature. At the beginning of your upkeep, enchanted creature's owner may have you draw three cards. If they do, sacrifice Take For Ransom.
Each player sacrifices a creature with the highest power among creatures they control and a creature with the lowest power among creatures they control.
At the beginning of each upkeep, choose one that hasn't been chosen — • Exile target tapped nonland permanent. • Draw two cards, then discard a card. • Return up to two target permanent cards from your graveyard to your hand. • Exile Take the City, then return it to the battlefield under your control.
Basic lands you control have all basic land types. Augmented — Whenever you cast an instant or sorcery spell, if you've spent {W}{U}{B}{R}{G} to cast spells this turn, copy it. You may choose new targets for the copy.
First strike Whenever Takeda Taro deals combat damage to an opponent, it deals 1 damage to each creature and planeswalker that player controls.
“He slowly unwrapped the chains, letting his magic course through them. ‘Burn like my birthright,' he whispered, and burst into motion.” —Azamir, “The Lost Prince”
When Taken Away enters, target opponent reveals their hand. You choose a nonland card from it and exile that card until Taken Away leaves the battlefield. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any type to cast that spell.
Until end of turn, noncreature lands you control become 3/3 Elemental creatures with haste and trample. Orchestrate {1}{G}(You may exile this card from your hand anytime you could cast a sorcery for its orchestrate cost. When you next resolve a spell, you may cast this from exile without paying its mana cost.)
(Color indicator: Taking Flight is white and blue)
Creatures you control with flying get +1/+1. At the beginning of combat on your turn, target creature you control soars. (Put a flying counter on it. If it already has flying, put a +1/+1 counter on it instead.)
Colossal 3—{7}{R}{R}(You may cast this for its colossal cost to have it enter with three +1/+1 counters; or pay {7}{R}{R} as a sorcery: Put three +1/+1 counters on it if it has none.) Flying Each creature you control with a counter on it has double strike.
Flying, trample If a creature card would be put into an opponent's graveyard from anywhere, exile it with a soul counter on it instead. Whenever Tamaak's Devourer deals combat damage to a player, put a creature card exiled with a soul counter on it onto the battlefield under your control.
(Color indicator: Tamaak, Drought of Life is black and green)
Flying Whenever a player taps a land for mana, return that land to its owner's hand unless they pay 1 life. At the beginning of each end step, if an opponent controls no tapped lands, transform Tamaak, Drought of Life.
Noncreature, nonland permanents you control have hexproof. Tap five untapped noncreature, nonland permanents you control: Scry 3, then draw three cards.
As the Intisuyu expanded across the planes, the relay stations of its road system grew, as well as the tools available to their caretakers.
[+1]: Scry 1. Untap up to one target creature. [–2]: Mill a card for each card type among permanents you control, then you may return a land card and/or a nonland card milled this way to their owner's hand. [–6]: Until end of turn, you may cast spells from your hand and graveyard without paying their mana costs. If a card would be put into your graveyard from anywhere this turn, exile it instead.
Trample {3}{B}{G}, Discard two cards: Return Tammil and Sulei, the Guides and another target creature card from your graveyard to the battlefield tapped.
Primal {2}{U}{U}(During your turn, you may cast this spell for {2}{U}{U} instead of playing a land.) Whenever Tangleveil Mystic deals combat damage to a player, draw cards equal to the number of cards in your hand.
Archive 3 (As this enters, shuffle the top three cards of your main library into a new face up library. Sacrifice this after the archived library is empty.) Whenever a source you control deals noncombat damage to a player, draw a card from the archived library.
[+2]: Create a 2/2 red Werewolf creature token with first strike and haste. [–3]: Tanya deals 3 damage to each creature that's not a Wolf or a Werewolf. [–8]: For each permanent your opponents control, that player sacrifices it unless they have Tanya deal 2 damage to them.
Deathtouch Breach (Whenever this deals combat damage to a player, you may have it become an Aura Curse until your next turn. Attach it to that player.) Whenever an opponent has less life or fewer cards in their main library than the number of Curses attached to them, they lose the game.