You can't cast this spell unless you revealed a card named Ancient Tome from anywhere this game. {T}: Draw a card. Cycling {2}({2}, Discard this card: Draw a card.)
“All questions can be answered, you simply must be willing to pay the price.” —Roland, the Philosopher King
As Approach the Dark Tomb enters, choose life or death. • Life — Whenever you cast a creature spell, you may pay 1 life. If you do, draw a card. • Death — Whenever a creature you control dies, you may pay 1 life. If you do, draw a card.
Each of the Ensouled is magically bound to a familiar during their first incarnation. These sacred animals serve as teachers, guides, and in many cases lifelong friends.
Whenever Arena Challenger deals damage to a creature, upgrade it. (Give it one of the listed counters it doesn't already have.) • +1/+1 • First strike • Prowess
When Arms Merchant enters, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Create a 1/1 colorless Construct artifact creature token. If you control six or more artifacts, create a 6/6 colorless Golem artifact creature token instead. Draw a card.
(Add a quest counter as this enters. Sacrifice after 6.) 2, 3, 4, 5 — Whenever you cast an instant or sorcery spell from your hand, add a quest counter. 6 — Exile target instant or sorcery spell you control instead of putting it into your graveyard as it resolves. You may cast that card from exile until Awaken the SOURCE leaves the battlefield. Exile target instant or sorcery spell you control as it resolves. Until end of turn, you may cast cards exiled with Awaken the SOURCE without paying their mana costs.
When Azure Archaeologist enters, investigate. (Create a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”) {2}, {T}, Sacrifice a Clue: Draw two cards, then discard a card.
(Add a quest counter as this enters. Sacrifice after 4.) Whenever a creature you control enters, add a quest counter. 1 — Exile target nonland permanent an opponent controls until target creature you control leaves the battlefield. 2, 3 — Each player may scry 1. 4 — Put all cards exiled with Bind the Great Evil into their owners' graveyards.
Glitch {2}(Remove one [restriction] for each time you pay the glitch cost.) Target [attacking] creature gets +2/+2 and gains indestructible until end of turn.
“Some say glitch magic is too dangerous to dabble in. Just wait until they see what the power of the old gods can do.”
As Calamity Apparition enters, choose fade or linger. When Calamity Apparition dies, • Fade — You gain 2 life and scry 2. • Linger — Put a +1/+1 counter on target creature you control.
Sacrifice a permanent, then draw cards equal to its mana value. You may put a permanent card from your hand onto the battlefield if its mana value is less than or equal to the number of cards in your hand.