Draw two cards. Then target opponent may give themselves two poison counters. If they don't, draw two cards. {1}, Discard Unravel Prophecy: Add one mana of any color. Scry 1.
Haste Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever Unruly Magus deals combat damage to a player, draw a card.
“Fahrib? Andazir? Whichever gives me the most power is the one I'll follow.”
Prowess Whenever Unseen Hand attacks, exile target noncreature, nonland card with mana value 1 or less from your graveyard. Copy that card. You may cast the copy. (You still pay its costs.)
Narset's departure spurred others to discover the hidden truth of the Jeskai.
“Gabryel is corrupt. Trystan is cruel. Warryn is cowardly. These gods of ours have forgotten their purpose, and are no longer deserving of our prayers!” —Parren of the New Voice
At the beginning of each combat, harmonize twice. (To harmonize, trigger up to one harmony of a permanent you control.) Harmony — Target creature gets +1/+1 and your choice of flying, haste, or vigilance until end of turn.
Constructs you control have haste. When Urak, Voice of the Horde or another Construct you control enters, creatures you control get +1/+0 until end of turn. Respawn (When this creature dies, if it attacked this turn, return it to its owner's hand.)
Flash Death knell — Put a +1/+1 counter on each creature you control. (As a creature you control dies, trigger one death knell of that creature or another permanent you control.)
Other legendary creatures you control get +1/+1. At the beginning of your upkeep, you may search your library for a legendary card, reveal that card, and put it into your hand. If you do, you skip your draw step this turn and shuffle.
First mate—There are four or fewer different mana costs among nonland cards in your starting deck. (If this card outside the game is your chosen first mate, you may swap it with a card in your opening hand.) First strike Each spell your opponents cast that would cost less than three mana to cast costs {1} more to cast.
[+1]: Reveal the top card of your library. If it doesn't have the same name as a card in your graveyard or a permanent you control, put it into your hand. Otherwise, put it into your graveyard. [–2]: Return target card from your graveyard to your hand. [–8]: Return all other cards from your graveyard to your hand. Until end of turn, spells you cast cost {5} less to cast.
Advance {3}{R}{W}{B}(Cast this for {3}{R}{W}{B} to advance it as it enters. {3}{R}{W}{B}: Advance this as a sorcery.) Whenever Valinov Vandal advances, target opponent sacrifices a permanent. Put a +1/+1 counter on Valinov Vandal.
“We'll need to move shop if this keeps up.” —Pidge, tinkering courier
Enchant creature When Valorous Ideal enters, target creature can't block this turn. Enchanted creature gets +2/+0 and attacks each combat if able. When Valorous Ideal is put into a graveyard from the battlefield, return Valorous Ideal to its owner's hand.
When Varakna Wurm enters, it deals X damage to target creature an opponent controls, where X is the total number of creature cards you own in exile and in your graveyard. Cycling {2}({2}, Discard this card: Draw a card.)
Ve'aja, the First Bloodline's power is equal to the number of Clerics you control. Whenever another nontoken creature you control dies, you lose X life and create X 1/1 black Cleric creature tokens, where X is that creature's power.
Whenever Vedlinn Ross becomes tapped, exile a nonland card from target opponent's graveyard. Copy it. You may cast the copy this turn. (You still pay its costs, including color. Copies of permanents enter as tokens.) Whenever you cast a spell from anywhere other than your hand, copy it. You may choose new targets for the copies.