[0]: Creatures you control gain haste until end of turn. Whenever a creature attacks this turn, put a loyalty counter on The Warrior Within. [–1]: Exile the bottom two cards of your library. You may play one of them this turn. [–6]: Untap each creature that attacked this turn. After this main phase, there is an additional combat phase.
Creatures you control get +2/+0 until end of turn. Metamorph {1}{W}(You may cast this card face down as a 2/2 creature for {3}. Turn it face up and cast it at any time for its metamorph cost.)
{T}: Add {C}. {1}, {T}, Sacrifice The Whisperwoods: Add two mana in any combination of colors. At the beginning of each end step, if a player lost life this turn, return The Whisperwoods from your graveyard to your hand.
[+2]: The Witch Queens deal 2 damage to each of up to two targets. [–3]: Gain control of target land and untap it. [–9]: Each player discards their hand, then draws up to seven cards. The Witch Queens deal damage to each opponent equal to twice the number of cards that player has drawn this turn.
Search your library for two basic land cards that don't share a land type and put them onto the battlefield tapped. {W}{U}{B}{R}{G}, Exile The World Follows After from your graveyard: Create a 4/4 Elemental creature token that's all colors. It can't block this turn.
Target opponent discards two cards. You create a 0/1 black Cultist creature token with “{1}{B}{B}, Sacrifice three Cultists: Create a 5/5 black Demon creature token.”
The slier of the Yenzu priests tried passing off their demonic rituals as ‘performance art.'
(As this Discovery enters and after your draw step, add a progress counter. Stop after you've discovered.) I, II — Look at the top five cards of your library. Put up to one creature card with mana value 2 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order. Discovery — At the beginning of combat on your turn, tap target creature an opponent controls.
Vanishing 3 (This permanent enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever a time counter is removed from Thespian's Finale, create a token that's a copy of target creature. Sacrifice that token at the beginning of your next upkeep.
Choose two — • Scry 3, then you may mill up to three cards. • Each opponent loses 3 life. • You draw a card and you lose 1 life. • Return a creature card from your graveyard to your hand.
Search your library for a nonland card not named Thin the Veil, exile it, then shuffle. If it has mana value less than or equal to the number of card types among cards in your graveyard, you may cast it without paying its mana cost. If you don't, put it into your hand.
Rhapsody {4}{U}{U}(Pay {4}{U}{U} to cast this as a 4/4, or as a sorcery to make it become a 4/4.) Whenever you draw a card, any number of target players mill two cards. Whenever This Is Not Our Fate deals combat damage to a player, for each player, you may cast an instant or sorcery card from that player's graveyard without paying its mana cost.
Primal {5}{R}{W}(During your turn, you may cast this spell for {5}{R}{W} instead of playing a land.) Until end of turn, permanents you control gain indestructible and permanents you don't control lose indestructible. Then if if this spell was cast for its primal cost, destroy all nonland permanents.
Target player mills five cards. Draw a card for each card type among cards milled this way. (The card types are artifact, creature, enchantment, land, instant, planeswalker, sorcery, and tribal.)