Flash When Wormwood's Agent dies, create a Vial token. (It's an artifact with “{1}, Sacrifice this and another permanent: Draw a card. Activate only during your turn.”)
“We have an undeclared enemy, only recognizable by agents who disavow and sabotage allegiances.” —Xenocrata, to Kanvar and Janneke
Descended Gorge enters tapped. {T}: Add {R} or {G}. Morph {2}(You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
When Escorted Ambassador enters, create two 1/1 white Robot Soldier artifact creature tokens. Whenever a nonland, nontoken permanent enters, exile it unless it was the first to enter under its controller's control this turn.
Whenever a land you control enters, choose one. If it doesn't share a name with another land you control, instead choose both— • Create a 1/1 Scout creature token that's all colors. • Put a +1/+1 counter on a creature you control.
Soulsmoke Adept gets +1/+0 and has lifelink as long as it's embattled. (A creature is embattled if it has a counter on it or has a permanent you control attached to it.)
“The last breaths of the dead linger here, waiting to coalesce into ghouls—but I can make much better use of them.”
When Chronic Traitor enters, each player sacrifices a creature. If Chronic Traitor's paranoia cost was paid, each player sacrifices two creatures instead. Paranoia {2}{B}{B}(You may cast this spell for its paranoia cost when a permanent you control leaves the battlefield.)
As an additional cost to cast this spell, put a -1/-1 counter on a creature you control. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Whenever another creature you control enters, Loisch deals 1 damage to any target. {4}{R}{G}: Loisch gets +X/+X and gains trample until end of turn, where X is the number of creatures you control.
Enchant artifact or creature Enchanted permanent doesn't untap during its controller's untap step. Whenever you make first contact, scry 1. (You make first contact the first time each turn you cast a spell with a name not in your graveyard or control already.)
Where Festenya was a city that never seemed to sleep, Shaidosta was always as frigid as the dead.
All creatures get -2/-2 until end of turn. Civilized — Instead only creatures your opponents control get -2/-2 until end of turn if you control an artifact, a creature, and an enchantment.
Harvest (You may tap any number of creatures you control as you cast this spell. If you do, reduce this spell's mana cost by their total power.) Draw three cards.
“That's what we need, a breath of change! A trek through Maghbri with winter biting at our heels!” — Selma Lappowen
Improve {1}{B/R}({1}{B/R}: 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 each player's combat, you may have that player create two goaded 1/1 red Goblin creature tokens with haste. Exile those tokens at end of combat. (Until your next turn, they attack each combat if able and attack a player other than you if able.)
Whenever you cast a noncreature spell, create a Vial token. (It's an artifact with “{1}, Sacrifice this and another permanent: Draw a card. Activate only during your turn.”)
“Hyden's gone. Good riddance—a laboratory in flames, a small war between us, and for what? May there be a day when progress can carry on.” —Simul to Lettie Wormwood
Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.) Whenever Cauldish Arrogant becomes blocked by one or more creatures, reveal the top card of your library. Cauldish Arrogant deals damage equal to that card's mana value to each creature blocking it. Then put that card into your hand.
(Activate each ability only once as a sorcery. You gain the realm's favor after activating them all.) {1}: Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle. {2}: Invigorate 5. (Choose a creature with the least power among creatures you control and put five +1/+1 counters on it.) {3}: Draw cards equal to the greatest power among creatures you control. Other permanents you control have hexproof and indestructible.
Creatures you control get +2/+0 until end of turn. Untap each Army you control.
“Cease this farce, mother! I know these walls as deeply as your callous heart. I will watch this city bow to its rightful scion, or I will watch it burn!” —Abwad Kahroba