For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.
Choose one or more —• Counter target spell.• Counter target activated or triggered ability.• Return target nonland permanent to its owner's hand.• Create a token that's a copy of target creature you control.• Target player draws a card.
At the beginning of your end step, if you control a creature with power 4 or greater, exile the top card of your library. You may play that card until you exile another card with this enchantment.
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)Choose one or more —• Destroy target creature with power 4 or greater.• Destroy target enchantment.• Put a +1/+1 counter on each creature target player controls.
Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents.Foretell (During your turn, you may pay 2 and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.Equip (: Attach to target creature you control. Equip only as a sorcery.)
When this artifact enters, surveil 1.3,, Exile two creature cards from your graveyard, Sacrifice this artifact: An opponent chooses one of the exiled cards. You put that card on the bottom of your library and return the other to the battlefield tapped. You become the monarch.
Destroy target artifact, target creature, target enchantment, and target land. (You can't cast this spell unless you have legal choices for all its targets.)
LifelinkWhen this creature dies, put it on the bottom of its owner's library.Destroy target creature or planeswalker. You lose 2 life. (Then exile this card. You may cast the creature later from exile.)
At the beginning of combat on your turn, choose one. If you control a commander, you may choose both instead.• Create a 1/1 white Soldier creature token.• Put a +1/+1 counter on each of up to two Soldiers you control.
Kicker (You may pay an additional as you cast this spell.)Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
Job selectAt the beginning of your end step, put a soul counter on this Equipment for each player who lost life this turn.Equipped creature gets +1/+1 for each soul counter on this Equipment and is an Assassin in addition to its other types.Death Sickle — Equip
LifelinkDance — At the beginning of your end step, each player may discard a card. Each player who discarded a card this way draws a card. If a creature card was discarded this way, you create a 1/2 white Moogle creature token with lifelink. Then if a noncreature card was discarded this way, put a +1/+1 counter on each Moogle you control.
Mill three cards. Then starting with the next opponent in turn order, each opponent chooses a creature card in your graveyard that hasn't been chosen. Return each card chosen this way to the battlefield under your control.
Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.
FlyingWhen this creature enters, exile up to two target artifacts and/or enchantments.Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
This spell can't be countered.You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.