Return target creature card from your graveyard to the battlefield. Reconstruct {4}{B}{B}{B}(You may cast this from your graveyard for its reconstruct cost reduced by the mana value of a permanent you sacrifice as you cast it this way. Then exile this.)
Flying Spirited (When this creature enters, you may activate one of its activated abilities without paying its costs.) Harmony — Draw three cards. {2}{G}{G}: Harmonize. (Trigger up to one harmony of a permanent you control.)
Deathtouch When The Terror of Shady Cove enters, target opponent sacrifices an artifact. If they can't, create a 3/3 green Slug creature token with deathtouch. Then repeat this process for an enchantment and a nonbasic land.
When The Third Breach enters, discard your hand, then draw seven cards. Creatures you control get +3/+3, have haste, and are Horrors in addition to their other types. At the beginning of each end step, sacrifice each creature you control.
Defender Your maximum hand size is thirteen. {T}: If you have fewer than thirteen cards in hand, draw cards equal to the difference. Activate only as a sorcery.
Seekers drown themselves in the pool at its roots to comprehend the web of fate. None emerge.
[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.
[+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.
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.
Whenever Thicketkeeper perseveres, add {G}{G}. Until end of turn, you don't lose this mana as steps and phases end. (A creature perseveres when it survives damage.)
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.
Whenever you draw a card, you may have target opponent exile the top card of their library face down. You may look at and play cards exiled with Thought Siphon, and you may spend blue mana as though it were mana of any color to cast them.
Flash When this creature enters, you may return target instant or sorcery card in a graveyard or nonland permanent to its owner's hand. Whenever this creature attacks, you may cast a spell from your hand with mana value less than this creature's power without paying its mana cost.
Reveal the cards in your library. Target opponent chooses three nonland cards with different names from it. You put the chosen cards into your hand. Then shuffle.
Trample, haste Thriving Hydra enters with four +1/+1 counters on it. When Thriving Hydra enters, for each other creature you control, put X +1/+1 counters on that creature, where X is four minus its power. Whenever Thriving Hydra attacks, double the number of +1/+1 counters on each creature you control.
As an additional cost to cast this spell, sacrifice a land. Creatures you control get +1/+1 and gain trample until end of turn for each land you control.
When Through the Dust enters, it becomes an Aura with enchant creature. Reveal the top seven cards of your library, put a creature card revealed this way onto the battlefield and attach Through the Dust to it. Then put the rest on the bottom of your library in any order. When Through the Dust is no longer on the battlefield, enchanted creature's controller sacrifices it. Mirage {1}{U}{U}{U}(You may cast this spell as though it had flash for its mirage cost. If you do, sacrifice it at the beginning of the next cleanup step.)
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) Thuggish Detective can't be blocked by more than one creature. When Thuggish Detective becomes renowned, you may destroy target noncreature permanent.