Take an extra turn after this one. At the beginning of that turn's end step, sacrifice each land you control. Whenever you cast a spell during that turn, copy it. You may choose new targets for the copy. Exile Futuretheft.
“Sorry, me. You'll thank me earlier.” —Llereaux Chiaro
{16}, {T}: Time Cube gains “At the beginning of your end step, if it's not an extra turn, take three extra turns after this one” and loses this ability.
“You educated and stupid word animals can't fathom this greatest scientific math of creation!” —Jen Rae, time cube cultist
Whenever a creature you control dies, put a rot counter on Fester Swarm and you gain 1 life. {B}{G}, Remove two or more rot counters from Fester Swarm: Create a 1/1 green Insect creature token, then put a +1/+1 counter on it for each rot counter removed this way.
Harness (You may tap a creature you control as you cast this spell. If you do, reduce this spell's mana cost by that creature's power.) Search target opponent's library for a creature or planeswalker card and put it onto the battlefield under your control. That player shuffles.
Destroy target creature. Trigger a death knell of a permanent you control.
“The souls cry out because they recognize they have lost one of their own. They do not recognize any more than that. Do not mourn, for they have already been lost for years.” —Senn, the Haunting Gaze
At the beginning of your upkeep, if each opponent controls more lands than you, search your library for a basic land card, reveal it, and put it into your hand, then shuffle.
“Seeing my world from my satellite really puts my plans into perspective.” —Aldorus Fin, vice president
If a creature would die, exile it instead with an ancestry counter on it. Kahroba gets +X/+X, where X is the total power of creature cards exiled with ancestry counters on them. At the beginning of your upkeep, if there are four or more cards exiled with ancestry counters on them, transform Kahroba.
Your life total becomes 0. Until an opponent's next turn, you can't lose the game, your opponents can't win the game, and you can't gain life. Take an extra turn after this one. Exile Buy Time.
Blessed Grounds enters tapped. When it enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {T}: Add {G} or {W}.
At day, a place of worship. At night, a sanctum against the shadows.
Whenever you lose 2 or more life during your turn, put two blood counters on Hemomancy. {1}{B}, Remove X blood counters from Hemomancy: Return target creature card with mana value X from your graveyard to the battlefield.
Return target creature card from a graveyard to the battlefield. Then if that card wasn't put into a graveyard from the battlefield this turn, exile it.
Flash When Comforting Presence enters, return target spell with mana value 2 or less to its owner's hand. Whenever an opponent casts their second spell each turn, draw a card.
As this permanent transforms into Velir, put four loyalty counters on it. [+1]: Draw two cards, then discard two cards unless you discard a land card. [–2]: Search your library for a multicolored card, reveal it, put it into your hand, then shuffle. [–4]: Exile target permanent.
Exile X target permanents you control. Return them to the battlefield under your control at the beginning of the next end step. Draw a card.
With Aerida defeated and her deeds exposed, Felice turned to the rest of Arcanum's academic elite and made her demand: to let her use their new subplane as a refuge for her people.