When Exergetic Chains enters, exile target nonland permanent you don't control and up to one target creature you control until Exergetic Chains leaves the battlefield.
Whenever you cast a spell, put a lore counter on Exhilarating Prescience. At the beginning of your upkeep, exile the top X cards of your library, where X is the number of lore counters on Exhilarating Prescience. You may play those cards until your next turn.
Infiltrate (Whenever one or more attacking creatures you control aren't blocked, this creature gets +1/+1 until end of turn.) When Exile's Vanguard enters, tap target creature. That creature doesn't untap during its controller's next untap step.
Each player sacrifices a creature. Reconstruct {5}{B}{B}{B}(You may cast this from your graveyard for its reconstruct cost reduced by the mana value of a permanent you sacrifice as you cast it this way. Then exile this.)
“Existence is a problem that I know how to solve.” —Jasper Felix, Infamy Agent
Other Elves you control get +1/+1. Whenever another Scout you control deals combat damage to a player, you may reveal the top card of your library. If it's a land card, put it onto the battlefield tapped.
When Experienced Team enters, choose one — • Create a 4/2 white Bear creature token. • Create a 2/4 red Snail creature token. • Create a 2/2 white Bird creature token with flying.
Flash You may activate Zero's loyalty abilities any time you could cast an instant on your turn and the turn they entered. [+2]: Destroy up to one target permanent with mana value 4 or greater. [–2]: You may cast a spell with mana value 5 or less from your hand without paying its mana cost. [–3]: Look at the top six cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
Enchant opponent At the beginning of enchanted player's upkeep, you create a 3/2 green Crocodile creature token with trample if enchanted player has 10 or less life. Otherwise, they lose 2 life.
Choose a color. Target player reveals their hand and you choose a card of that color from it. If you do, that player discards that card and you lose 1 life.
When Extraction Mercenary enters, if you attacked this turn, crystallize. (Put a +1/+1 counter on a creature you control or create a Treasure.) {4}{R}{R}: Extraction Mercenary deals 3 damage to any target.
Choose one — • The next spell you cast this turn has flash and can't be countered. • Target creature gets +2/+0 and gains haste until end of turn. • Target creature gets +1/+0 and gains first strike until end of turn.
Your opponents play with their hands revealed. At the beginning of your end step, choose a card name. You and spells you control can't be targeted by sources your opponents control with a name chosen by Eye of Dismay. Eye of Dismay has protection from names chosen by it.
Pressure {X}{U}{U}(You may cast this spell for its pressure cost if seven or more cards are in your graveyard.) Look at the top card of your library. You may put that card into your graveyard. Draw a card. If this spell was cast for its pressure cost, draw X cards instead.
{T}, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Reveal the top five cards of your library. An opponent separates those cards into two piles. Exile one of those piles. Until the end of your next turn, you may play those cards. Shuffle the other pile into your library.
You should have been gone from here years ago. You should be living a different life.
Flying, first strike Vanishing (At the beginning of your upkeep, remove a time counter from this permanent. When the last is removed, sacrifice it.) Fadefeather Griffin enters with a time counter on it for each other creature you control.