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| - Target creature becomes an enchantment in addition to being a creature. Its controller may then enchant it onto another permanent in play.
- Reveal the top card of your library. If it's a permanent, you may put it into play.
- : Start another game that occurs simultaneously with the current one. Each player puts a 20-life player token into play in that game and draws seven cards from their library. Then start playing the new game, alternating turns between the two realities. Each player and each player's player tokens draw cards from that player's library. Whenever a player token in another game loses the game, that player in this game loses 10 life and loses all permanents.
- : Target mana in your mana pool becomes any color of your choice.
- : Enchanted creature becomes an enchantment instead of a creature.
- All players each draw mana from permanents of another player of their choice.
- Whenever you return a permanent from a graveyard to play, you may search your library for a card and put it into your hand.
- : Draw a card, then discard a card at random.
- : Draw a card, then discard a card.
- : Draw a card.
- : Tap all permanents you control.
- All players lose the game.
- Enchanted enchantment becomes a creature with toughness 1 and power equal to its converted mana cost.
- Enchant creature or enchantment
- Pay 2 life: Destroy this.
- Scry 4, draw two cards, then Scry 4.
- Scry 4.
- Skip your next turn. Choose one: You control target player's next turn; or Until end of turn, you make all decisions for target player.
- You become a Planeswalker with starting Loyalty equal to your current life.
- Treat mana in your mana pool as mana of any color of your choice.
- Put target card in your hand in target opponent's hand and target card in that opponent's hand in your hand.
- For the rest of the game, you have unlimited hand size.
- You have "L +2: Add to your mana pool. L -3: Search your library for an artifact card, reveal it, and put it in your hand. L -12: Put any number of artifact cards from your hand into play without paying their mana cost."
- Whenever a permanent would be destroyed, exile it instead.
- Each player swaps his/her hand with his/her library.
- Until the beginning of your next turn, you can't lose the game.
- All enchantments in play become instants and resolve a second time. If they resolve, their effects remain in effect even if they are removed from play.
- For the rest of the game, all sorceries have Flash.
- Whenever you return a permanent from a graveyard to play, draw a card.
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