Whenever Bazaar Informant deals combat damage to a player, reveal the top card of that player's library. If it's a nonland card, put a +1/+1 counter on Bazaar Informant, then that player puts that card into their graveyard.
At the beginning of your upkeep, if the number of permanents you control, the number of cards in your hand, and the number of cards in your graveyard are all equal, you win the game.
Enchant creature Enchanted creature gets +2/+2. At the beginning of combat on your turn, enchanted creature gains your choice of flying, vigilance, or lifelink until end of turn.
Flash (You may cast this spell any time you could cast an instant.) When Stasis Snare enters, exile target creature an opponent controls until Stasis Snare leaves the battlefield.
When Shawlbinder enters, if you control a Desert, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
[+1]: Create a 1/1 white Warrior creature token with lifelink. You gain 1 life. [–2]: Put two +1/+1 counters on target creature. It gains double strike until end of turn. [–7]: Choose up to three creatures, then destroy the rest.
Flying When Seraph of Renewal leaves the battlefield, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Target creature you control gets +1/+2 until end of turn. If that creature is white, create a white Aura enchantment token with enchant creature and “Enchanted creature has first strike” attached to that creature.
When Roving Chaplains enters, create two 1/1 white Spirit creature tokens with flying. {W}, Tap another untapped creature you control: Tap target nonland permanent an opponent controls.
This spell costs {2} less to cast and may be cast as though it had flash if an opponent searched their library this turn. When Ridge Warden enters, exile another target nonland permanent with mana value 4 or less until Ridge Warden leaves the battlefield.
Whenever Patron of Asham attacks, tap target creature an opponent controls with power less than or equal to your fealty to Plains. (Each Plains you control counts towards your fealty to Plains.)
Exile target creature. If its power is 3 or greater, return that card to the battlefield under its owner's control at the beginning of the next end step.
Any can make the journey. Only those strong in faith can survive it.