You can't lose the game until your next turn and your opponents can't win the game until your next turn. Fuse (You may cast one or both halves of this card from your hand.)
Target creature gains flying and gets +1/+0 for each card in your hand until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
Whenever target creature deals combat damage to a player this turn, draw two cards. Fuse (You may cast one or both halves of this card from your hand.)
Target creature gets +2/+2 for each creature blocking it and gains trample until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
Noncreature permanents you control become 2/2 red creatures in addition to their other types until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
Until end of turn, target creature gains double strike and damage dealt by it can't be prevented. Fuse (You may cast one or both halves of this card from your hand.)
For each player, choose a creature or planeswalker that player controls. Each player sacrifices all creatures and planeswalkers they control not chosen this way. Fuse (You may cast one or both halves of this card from your hand.)
Search your library for up to two basic land cards and put them onto the battlefield tapped, then shuffle. Fuse (You may cast one or both halves of this card from your hand.)
Create a number of 3/3 green Elemental creature tokens equal to the number of differently named lands you control. Fuse (You may cast one or both halves of this card from your hand.)
Another target player reveals their hand. You may choose a nonland card from it. That player discards that card. Fuse (You may cast one or both halves of this card from your hand.)
Look at the top two cards of target player's library. Put one of those cards on the bottom of their library and the rest on top. Fuse (You may cast one or both halves of this card from your hand.)