Reprise {2}{W}(As you cast an instant or sorcery spell, you may exile one card with reprise from your graveyard and pay its reprise cost. If you do, add its effects to that spell.) You gain 2 life. Then distribute X +1/+1 counters among creatures you control, where X is the amount of life this spell caused you to gain.
First mate—Each nonland card in your starting deck has the same name as exactly one other card in your starting deck. (If this card outside the game is your chosen first mate, you may swap it with a card in your opening hand.) Vigilance Whenever you cast a spell with the same name as a card in your graveyard, draw a card.
When Hold Captive enters, exile another target nonland permanent until Hold Captive leaves the battlefield. When Hold Captive enters, recruit. (Create a 0/0 white Soldier Army creature token, then put a +1/+1 counter on each Army you control.)
Hollow Queen can't be blocked by tokens. Whenever Hollow Queen deals combat damage to a player or planeswalker, you may remove a counter from a permanent you control. If you do, put a +1/+1 counter on target creature you control.
Hollowghast, the Iron Phantom enters with three +1/+1 counters on it. If damage would be dealt to Hollowghast, prevent that damage. Remove a +1/+1 counter from Hollowghast.
“It's not a pleasant experience to fight a foe who knows you won't be able to kill him.” —Syr Illan, Hethwyr's Spear
At the beginning of your upkeep, put a crop counter on Homestead. {G/W}, Remove a crop counter from Homestead: Put a +1/+1 counter on target creature. {G/W}, Remove three crop counters from Homestead: Put a +1/+1 counter on each creature you control.
When Honey Pot enters, create two 1/1 black Demon enchantment creature tokens with breach and “This creature can't block.” (Whenever it deals combat damage to a player, you may have it become an Aura Curse until your next turn. Attach it to that player.) Whenever a Curse you control becomes attached to an opponent, that player loses 1 life and you gain 1 life.
When Honored Retinue enters, choose a creature you control. You may search your library for a creature card with the same name as that creature, reveal it, put it into your hand, then shuffle.
Create a token that's a copy of target creature you control, except it has base power and toughness 2/2. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Slipstream (This creature can't be blocked as long as only creatures with slipstream are attacking.) Pressure {U}(You may cast this spell for its pressure cost if there are seven or more cards in your graveyard.)
“Isn't it funny when your worst nightmare literally appears out of the blue?” —Turi of Hollow Depths
When Horizon Gazer enters, reveal the top two cards of your library. Put a noncreature card revealed this way into your hand and the rest into your graveyard. Ascend {3}{G}({3}{G}: Exile this creature, then return it to the battlefield transformed. Ascend only as a sorcery.)
Flying Golden age (If you cast an instant or sorcery spell, activated a nonmana ability, and attacked this turn, enter a renaissance for this game.) At the beginning of combat on your turn, if you're in a renaissance, target creature gains flying until end of turn.
When Horizon Treader enters, you may exile target enchantment you control. Return that card to the battlefield under your control at the beginning of the next end step.
“Shengin is vast. I would need a dozen lifetimes to see all that it has to offer.”
When Horn of Seasons enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equipped creature gets +3/+0. Equip {3}({3}: Attach to target creature you control. Equip only as a sorcery.)
Whenever this creature enters or attacks, each player discards a card. If one or more land cards were discarded this way, this creature gains deathtouch until end of turn. At the beginning of each opponent's end step, if that player didn't cast a spell this turn, that player loses 2 life and you gain 2 life.
Whenever you cast a noncreature spell, any number of target creatures you control get +1/+1 until end of turn. Whenever a creature you control deals an amount of combat damage exactly equal to its mana value to a player or planeswalker, draw a card.