Each player chooses three permanents they control, then returns the others to their owners' hands. Each player loses all unspent mana. Exile Turn the Record Over.
“I'll see you on the flip side.” —Remi Amber, Unlimited
Flash Enchant artifact or creature Enchanted permanent is an artifact with “{T}: Draw a card then discard a card” and loses all other card types and abilities.
“Not my best spell, even I have to admit.” —Lord Yaran
Flying, lifelink Sacrifice a creature: Until end of turn, Turned Watcher gets +1/+0 and gains “Whenever Turned Watcher deals combat damage to a player, draw a card.”
A lifetime of virtue withered away in the face of a single act of vice.
Trample Whenever Tusked Consumer or another creature with power 4 or greater enters the battlefield under your control, purge. (Exile two cards that share a type from graveyards. If you do, draw a card.) Whenever one or more cards are put into exile from anywhere, you gain 1 life.
Respawn (When this creature dies, if it attacked this turn, return it to its owner's hand.) When Tutorial Boss enters the battlefield, create a 1/1 blue Pirate creature token.
“What do you mean I have to fight two guys at once? I didn't prepare for this!” —Jerome, novice adventurer
If you would gain life, you gain twice that much life instead. If you would draw a card, draw two cards instead. If you tap a permanent for mana, it produces twice as much of that mana instead.
{1}{U}: Twilight Privateer voyages. (If it isn't blocking or targeted by another spell or ability, it phases out.) Whenever Twilight Privateer phases in, up to one other target creature voyages.
Whenever Twilight Walker perseveres, target creature doesn't untap during its controller's next untap step. (A creature perseveres when it survives damage.)
Each creature you control with a +1/+1 counter on it has double strike. If one or more +1/+1 counters would be put on a creature you control, put that many plus one +1/+1 counters on that creature instead.
Choose one— • Scry 3. Draw a card. • Fateseal 3. That player draws a card. (To fateseal 3, look at the top three cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)
Gestalt (When this or another creature enters under your control, you may merge it with the one in play, keeping counters and attachments. They become the permanent on top plus all abilities from under it.) Other creatures you control have base power and toughness equal to this creature's base power and toughness.
Harmony — Creatures you control gain double strike until end of turn. When Twirling Duet enters the battlefield, harmonize. (Trigger up to one harmony of one permanent you control.)