3, T or U, T: Return target creature to its owner's hand unless its controller pays 1.
T: Create your choice of a Blood token, a Clue token, or a Food token. 3, T, Sacrifice three artifact tokens with different names: Search your library for an artifact card, put it onto the battlefield, then shuffle. Activate only as a sorcery.
Draw cards equal to the highest mana value among artifacts you control.
This spell costs {1} less to cast for each artifact you control. When Emry, Lurker of the Loch enters, mill four cards. {T}: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.) 1/2
Flash Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.) Enchant creature Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Landfall — Whenever a land you control enters, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.) 0/3
Return all creatures to their owners’ hands. For each opponent who controlled a creature returned this way, you create two 1/1 blue Faerie creature tokens with flying and “This creature can block only creatures with flying.”
Flash When Dress Down enters, draw a card. Creatures lose all abilities. At the beginning of the end step, sacrifice Dress Down.
When Rukh Egg is put into a graveyard from play, put a 4/4 red Rukh creature token with flying into play at end of turn.
Black creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.)
{T}: Add {C}. {3}, {T}: Draw a card. Activate only if you control a creature with power 4 or greater.
For each opponent, destroy up to one target artifact or enchantment that player controls. Cycling {6}{W}{W} ({6}{W}{W}, Discard this card: Draw a card.) When you cycle Dismantling Wave, destroy all artifacts and enchantments.
Flying, trample When Tanazir Quandrix enters, double the number of +1/+1 counters on target creature you control. Whenever Tanazir Quandrix attacks, you may have the base power and toughness of other creatures you control become equal to Tanazir Quandrix’s power and toughness until end of turn.
Enchantment spells you cast cost 1 less to cast. Whenever you cast an enchantment spell, you gain 1 life.