Improve {1}({1}: Put a +1/+1 counter on this creature. This costs {1} more to activate for each +1/+1 counter on it. Improve only as a sorcery.) At the beginning of your upkeep, exile up to one target nonland permanent you own. Return that card to your hand. If Soul Reader has two or more counters on it, you may instead return that card to the battlefield under your control.
When Soul-Capturing Lantern enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {1}, {T}: Add one mana of any color. {6}, {T}, Sacrifice Soul-Capturing Lantern: Exile target nonland permanent. Activate only as a sorcery.
{1}, {T}, Sacrifice Soul-Synthesizer: Look at the top seven cards of your library. You may reveal a card with an activated ability from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Advance {2}{R}(Cast this for {2}{R} to advance it as it enters. {2}{R}: Advance this as a sorcery.) Haste Whenever Soulblade Warrior advances, it gets +2/+0 until end of turn.
Activated abilities of cards in your hand cost up to {1} less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana.
If target creature would leave the battlefield this turn, return it to its owner's hand instead. Fuse (You may cast one or both halves of this card from your hand.)
{1}, Sacrifice Sovereign Stone: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. {1}, Sacrifice Sovereign Stone: Draw a card.
Counter target spell unless its controller pays {X}. Look at the top X cards of your library. Put up to one of them on top of your library and the rest on the bottom of your library in a random order.
Whenever a land you control enters, you gain 1 life. {3}{G}, Sacrifice Sower of Spring: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Exile the top card of your library. You may have Spark Inspiration deal 2 damage to each opponent. If you don't, you may play that card until end of turn.
Spawn of Andazir enters with X +1/+1 counters on it. Lionize {2}{G}({2}{G}, Exile this card from your hand: Put a +1/+1 counter on target creature and it gains the following ability until end of turn. You may cast this card on a later turn from exile.) Whenever this creature deals damage to a player or noncreature permanent, double the number of +1/+1 counters on it.
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.) If you would gain life, you may put a +1/+1 counter on this creature instead. When this creature has toughness 20 or greater, you win the game.
Choose one — • Target creature gets +2/+2 and gains indestructible until end of turn if it has flying. • Target creature gets +1/+1 and gains flying until end of turn.