Multikicker (You may pay an additional any number of times as you cast this spell.)Choose any target, then choose another target for each time this spell was kicked. Comet Storm deals X damage to each of them.
Two target players exchange life totals. You create an X/X colorless Horror artifact creature token, where X is the difference between those players' life totals.
At the beginning of your upkeep, you gain X life and draw X cards, where X is the number of permanents you own that your opponents control.: Target opponent gains control of target permanent you control.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Creatures you control have haste.Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Then do it again.)
FlashCascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)You may have Sakashima's Protege enter as a copy of any permanent that entered this turn.
Equipped creature gets +2/+2.Whenever equipped creature attacks the player with the most life or tied for most life, create a 4/4 white Angel creature token with flying that's tapped and attacking that player.Equip
Body of Knowledge's power and toughness are each equal to the number of cards in your hand.You have no maximum hand size.Whenever Body of Knowledge is dealt damage, draw that many cards.
When Court of Grace enters, you become the monarch.At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
FlyingWhenever Zur the Enchanter attacks, you may search your library for an enchantment card with mana value 3 or less, put it onto the battlefield, then shuffle.
The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller.
When Court of Bounty enters, you become the monarch.At the beginning of your upkeep, you may put a land card from your hand onto the battlefield. If you're the monarch, instead you may put a creature or land card from your hand onto the battlefield.
When Court of Grace enters, you become the monarch.At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.
Whenever you cast an instant or sorcery spell, flip a coin. If you lose the flip, return that spell to its owner's hand. If you win the flip, copy that spell, and you may choose new targets for the copy.Partner (You can have two commanders if both have partner.)
When Court of Bounty enters, you become the monarch.At the beginning of your upkeep, you may put a land card from your hand onto the battlefield. If you're the monarch, instead you may put a creature or land card from your hand onto the battlefield.
FlyingWhenever Armored Skyhunter attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
FlyingCascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)Whenever you cast a spell with cascade, return Aurora Phoenix from your graveyard to your hand.
This spell costs less to cast for each creature you control with a +1/+1 counter on it.Creature spells you cast cost less to cast for each creature you control with a +1/+1 counter on it.
Whenever Coercive Recruiter or another Pirate you control enters, gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and becomes a Pirate in addition to its other types.
Two target players exchange life totals. You create an X/X colorless Horror artifact creature token, where X is the difference between those players' life totals.