Target player discards a card. Monument {1}{B}(You may cast this transformed from your graveyard for its monument cost. Exile it if it would leave the battlefield or not resolve.)
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.) Trample {1}, Discard Shifting Brute: Add one mana of any color. Scry 1.
{T}: Add {C}. {1}, {T}, Sacrifice Shifting City: Search your library for a basic land or Satrapy card, put it onto the battlefield tapped, then shuffle.
Target creature gains hexproof until end of turn. Monument {2}{U}(You may cast this transformed from your graveyard for its monument cost. Exile it if it would leave the battlefield or not resolve.)
{T}: Add {C}. {T}: Choose a color. Add one mana of that color unless you control a permanent of that color. Spend this mana only to cast a permanent spell.
The callous call it an empty gesture, but to the devout it is a holy place all the same.
Create a 1/1 black Spirit creature token with flying for each creature card and Revelation card in your graveyard. Coalesce {6}{G}{W}{U}(You may cast this from your graveyard for {6}{G}{W}{U}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
Silver-Dawn Elder gets +2/+2 as long as you control five or more lands. Revive—{2}{G}{G}, Discard a card. ({2}{G}{G}, Discard a card, Exile this card from your graveyard: Create a token that's a copy of this card, except it has no mana cost. Activate this ability only any time you could cast a sorcery.)
Menace Whenever Silver-Dawn Radiant becomes the target of a spell or ability you don't control, it deals damage equal to its power to that spell or ability's controller.
Flying Spells you cast from anywhere other than your hand cost {2} less to cast. Spells your opponents cast from anywhere other than their hand cost {2} more to cast.
Whenever Slithering Eyes deals damage to a player, you may exile that many cards from the top of your library. Until the end of your next turn, you may play those cards.
Solar Hatching deals 4 damage to each creature. Coalesce {6}{R}{R}(You may cast this from your graveyard for {6}{R}{R}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.) When Solar Hatching enters, each player chooses up to two lands they control and sacrifices the rest.
When Soli Chronicler enters, judge another target creature you control. (Honor it by putting a +1/+1 counter on it or condemn it by sacrificing it to draw a card.)
Flying When Soli's Blessed enters, judge another target creature you control. (Honor it by putting a +1/+1 counter on it or condemn it by sacrificing it to draw a card.)