Creatures can't attack you unless their controller pays {2} for each of those creatures. At the beginning of each opponent's end step, if you didn't lose life this turn, you get a glory counter. (You lose glory counters before life. A player with ten or more glory counters wins the game.)
Target creature gains indestructible until end of turn. You gain 4 life. Prophecy {G}(Once each turn, you may exile a card with prophecy as you reveal it. When you do, you may cast it for its prophecy cost as long as it's exiled.)
Whenever another nontoken creature you control enters, if it has a different name than each other creature you control and card in your graveyard, you may create a token that's a copy of it.
“Whoa, that's new! Okay, hold still, let me get some sketches...”
As long as another creature you control is attacking, Prolific Thief can't be blocked. Whenever Prolific Thief deals combat damage to a player, draw a card, then discard a card.
An experienced outlaw will always have a few friends to frame.
Whenever you cast a spell from exile, Promised Seeker gets +3/+3 until end of turn. Prophecy {G}(Once each turn, you may exile a card with prophecy as you reveal it. When you do, you may cast it for its prophecy cost as long as it's exiled.)
Flying Prophecy {2}(Once each turn, you may exile a card with prophecy as you reveal it. When you do, you may cast it for its prophecy cost as long as it's exiled.)
Whenever equipped creature attacks, exile the top card of your library. Equipped creature gets +X/+0 until end of turn, where X is the mana value of that card. Until end of turn, you may play that card. Equip {2}
At the beginning of combat on your turn, target creature you control explores three times. It attacks this combat if able and other creatures you control can't attack this combat. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
Look at target player's hand. That player discards a card. {2}{B}{B}, Exile Psychic Assault from your graveyard: Choose a card name. Target player reveals their hand and discards all cards with that name. Activate only as a sorcery.
(Color indicator: Pyrus, the Undying Flame is red)
Flying, haste Whenever Pyrus, the Undying Flame attacks, add {R}{R}{R}{R}. You don't lose this mana as steps, phases, and turns end. {1}{R}: Pyrus gets +1/+0 until end of turn.
Archive 5 (As this enters, shuffle the top five cards of your main library into a new face up library. Sacrifice this after the archived library is empty.) At the beginning of each upkeep, exile the top card of the archived library and your main library. You may cast those cards this turn and may spend mana as though it were mana of any color to cast them.
[+1]: Exile the top card of your library. When a source you control deals damage to an opponent this turn, put the exiled card into your hand. [–2]: Exile target nonland permanent. Its controller reveals the top card of their library, then puts it onto the battlefield if it's a permanent card. [–6]: Exile your library. You may play cards exiled this way for the rest of the game.
“They have not had the warmest welcome since we came to the west, but I find we have a common enemy in Striking Dawn. Will you join us?” —Creed, of Graygulch
Vision (Whenever this or another creature you control enters, reveal the top card of your library. Then you may put that card into your graveyard.) Whenever Qilan Seer envisions a creature card, it gets +4/+0 until end of turn.