Defender (This creature can't attack.) Mirage {0}(You may cast this spell as though it had flash for its mirage cost. If you do, sacrifice it at the beginning of the next cleanup step.)
Defender When Wall of Ivy enters, create a Vial token. (It's an artifact with “{1}, Sacrifice this and another permanent: Draw a card. Activate only during your turn.”)
Defender Whenever one or more creatures you control deal combat damage to a player, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) When Wall of Notes dies, draw a card.
Search your library for a Forest or Academy card, put it onto the battlefield tapped, then shuffle.
The wilderness reserves of Arpechia are vast. One can travel for days, and see no sign of civilization beyond the overgrown cobble path beneath their feet.
{3}, {T}, Sacrifice Wanderer's Talisman: Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand, then shuffle.
The cobbleshells are one of the few creatures you'll see out and about in the Ontarachie, as their shells are just strong enough to fend themselves from gators.
Post a bounty on target creature. (Put a bounty counter on that creature. It has “When it dies, each opponent draws a card” as long as it has a bounty counter on it.) Draw a card.
Target attacking creature gains double strike until end of turn. Arm it. (Create a colorless Equipment artifact token with “Equipped creature gets +1/+0” and equip {2}, then attach it to that creature.)
Creatures you control get +2/+1 until end of turn. Embattled creatures you control gain vigilance until end of turn. (A creature is embattled if it has a counter on it or has a permanent you control attached to it.)
Up to one target creature gets -1/-1 until end of turn. Recruit. (Create a 0/0 white Soldier Army creature token, then put a +1/+1 counter on each Army you control.)
Omid's tactics, while heretical to some, definitely achieved results.