Amass Zombies 2, then the Army you amassed deals damage equal to its power to each non-Army creature. (To amass Zombies 2, put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Your opponents and permanents your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.−3: Exile target creature.
Ugin's Conjurant enters with X +1/+1 counters on it.If damage would be dealt to Ugin's Conjurant while it has a +1/+1 counter on it, prevent that damage and remove that many +1/+1 counters from Ugin's Conjurant.
Destroy any number of target planeswalkers. Choose a planeswalker you control. Put two loyalty counters on it for each planeswalker destroyed this way.
Your opponents and permanents your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.−3: Exile target creature.
If another red source you control would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.−2: Jaya, Venerated Firemage deals 2 damage to any target.
Creatures you control get +1/+0.+1: Add or . Creature spells you cast this turn can't be countered.−2: Target creature you control fights target creature you don't control.
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
When Prison Realm enters, exile target creature or planeswalker an opponent controls until Prison Realm leaves the battlefield.When Prison Realm enters, scry 1.