Lifelink {1}{W}, Exile this card from your graveyard: Target Knight or Soldier seeks secrets. (Give it that Oath Aura. Fulfill it by attacking with it and two or more other creatures to draw a card.)
Put two +1/+1 counters on target creature. Untap that creature.
“Why did you save me? After the ravagers fell, you could have cut me down just as easily.” “War was never what I wanted, elf. Now do you finally believe me?” —Imisti and Queen Asamund
Flying, lifelink {2}{W}{W}, Exile Archon of Sunrise from your graveyard: Create a token that's a copy of it, except it's an Aura enchantment with enchant creature and “Enchanted creature gets +4/+4 and has flying and lifelink.” Activate only as a sorcery.
When Bitter Pact enters, destroy target nonbasic permanent. All permanents and players lose hexproof, indestructible, and protection and can't have or gain hexproof, indestructible, or protection.
Haste When Horse Thief enters, you may gain control of target creature or Steed until end of turn. It gains haste until end of turn. If it's a Steed, attach it to Horse Thief.
Reach When Automated Overwatch enters, create a Function token with “If this spell would create one or more tokens, it creates twice that many of those tokens instead.” (It's an enchantment. As you cast an instant or sorcery spell, sacrifice any number of Functions to add their effects to that spell.)
Advance {3}{W}{W}(Cast this for {3}{W}{W} to advance it as it enters. {3}{W}{W}: Advance this as a sorcery.) Whenever Inconspicuous Loxodon advances, search your library for an Equipment card, put it onto the battlefield, then shuffle. As long as Inconspicuous Loxodon is enchanted or equipped, he's a 5/5 legendary Elephant Rogue named Agent E.
You may have Enthusiastic Double enter as a copy of any permanent on the battlefield, except it's 4/4, it's a creature in addition to its other types, and it has haste.
When Gate of Realms enters, you may search your library for a land card, reveal it, and put that card into your hand. If you do, shuffle. {10}, {T}: Gate of Realms deals 3 damage to any target. This ability costs {1} less to activate for each different name among lands you control.
Choose one — • Prevent all damage that would be dealt by creatures this turn. • Harmonize twice. (Trigger up to one harmony of a permanent you control.)
Trial 3 (As you cast this spell, an opponent of your choice may pay 3 life. If they don't, they fail the trial.) Target creature gets +1/+0 and gains menace until end of turn. If the trial was failed, other creatures you control gain menace until end of turn.