Flash When Icecrowned Fox enters, you may return target spell or permanent to its owner's hand. Each untapped creature you control has “Ward—Discard a card.” (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.)
You may have Icefang Wurm assign its combat damage as though it weren't blocked. {4}{G}{G}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
Mill two cards, then you may return an instant or sorcery card from your graveyard to your hand. Acquiesce (If you cast this spell from your hand, exile it as it resolves. When one or more creatures you control deal combat damage to an opponent, you may cast this card from exile without paying its mana cost.)
When Ideologize enters, exile target creature an opponent controls and each other permanent with the same name that player controls. When Ideologize is no longer on the battlefield, return a card exiled with it to the battlefield under its owner's control.
Concord — At the beginning of your upkeep, if there are four or more card types among permanents you control, you gain 1 life and create a 1/1 blue Jellyfish enchantment creature token with slipstream. (It can't be blocked as long as only creatures with slipstream are attacking.)
Trust in the Great Current, and it will lead you far.
Desecrate (When this creature enters, you may sacrifice an artifact or land.) When Igneous Pulverizer desecrates a permanent, destroy target nonland permanent.
Ward—Pay 3 life. Igniderm enters with three ignition counters on it. At the beginning of your upkeep, remove an ignition counter from Igniderm. If you can't, sacrifice it.
When Ill-Fated Seer enters, each player sacrifices a creature. If they can't, Ill-Fated Seer deals 3 damage to them. Revive {2}{B}{R}({2}{B}{R}, Exile this card from your graveyard: Create a token that's a copy of this card, except it has no mana cost. Activate only as a sorcery.)
Flying When Illuminating Archangel enters, target creature gets +X/+X and gains vigilance and first strike until end of turn, where X is the number of permanents you control that are Angels, Demons, Faeries, and/or Spirits.
Whenever Illumination Savant attacks, harmonize. (Trigger up to one harmony of a permanent you control.) Harmony — Put a +1/+1 counter on each artifact creature and enchantment creature you control.
As a child, a herd of deer has passed straight through Mishka's camp, oddly unconcerned with the people within. She became fascinated with the creatures, and often turned to their image in times of stress.
(Activate each submodule once as a sorcery. When this enters, activate one submodule for free.) {4}{U}: Thinking Conjure three cards named Data-Point into your hand. (It's a sorcery that costs {2} with “Draw a card.”) {4}{R}: Dreaming Discard any number of cards, then draw that many cards and add that much {R}. {3}{U}{R}: Feeling Imagination Module gains “Whenever you discard a card, exile the top card of your library. You may play it until the end of your next turn.”
Whenever a face-down creature you control attacks, defending player loses 1 life. {2}, Discard a card: Manifest the bottom card of your library. Activate only once each turn. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)