Whenever you roll a die, you may reveal the top card of your library. Do this only once each turn. Whenever you reveal a card with mana value less than the result this way, you may exile it. If you do, you may play it this turn.
Visit — After the first combat phase this turn, there's an additional combat phase. At the beginning of that combat, untap all creatures that attacked this turn.
Whenever equipped creature attacks, roll a six-sided die. That creature gets +X/+0 until end of turn, where X is the result. Then if it has the greatest power or is tied for greatest power among creatures on the battlefield, draw a card.Equip
Whenever equipped creature attacks, roll a six-sided die. That creature gets +X/+0 until end of turn, where X is the result. Then if it has the greatest power or is tied for greatest power among creatures on the battlefield, draw a card.Equip
Visit — Choose target creature you control. Each other creature you control becomes a copy of that creature until end of turn, except it isn't legendary.
When Discourtesy Clerk enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)At the beginning of your end step, if you control three or more Attractions, you draw a card and you lose 1 life.
At the beginning of combat on your turn, roll two six-sided dice. For each result of 1, Celebr-8000 gets +1/+1 until end of turn. For each other result, it gains the indicated ability until end of turn. If you rolled doubles, it also gains double strike until end of turn.• 2 — menace• 3 — vigilance• 4 — lifelink• 5 — flying• 6 — indestructible
Visit — Choose target creature you control. Each other creature you control becomes a copy of that creature until end of turn, except it isn't legendary.
When Gray Merchant of Alphabet enters, choose a letter. For each creature you control that has the chosen letter in its name, you gain 1 life and each opponent loses 1 life.
Choose target creature. Roll a six-sided die.1 — It has base toughness 1 until end of turn.2 — Put two -1/-1 counters on it.3 — Six-Sided Die deals 3 damage to it and you gain 3 life.4 — It gets -4/-4 until end of turn.5 — Destroy it.6 — Exile it.
Whenever you cast an instant or sorcery spell from your hand, open an Attraction., : Exile target instant or sorcery card with mana value X from your graveyard and choose an Attraction you control that doesn't have a midway counter on it. Put a midway counter on it. For as long as that Attraction is on the battlefield, whenever you visit it, copy the...
Parade! — At the beginning of combat on your turn, choose creatures you control one at a time until each creature you control has been chosen. Each of those creatures gets +1/+1 until end of turn for each creature chosen before it. (Places everyone! The first creature in line gets +0/+0.)