Imprint — When Thought Prison enters, you may have target player reveal their hand. If you do, choose a nonland card from it and exile that card.Whenever a player casts a spell that shares a color or mana value with the exiled card, Thought Prison deals 2 damage to that player.
FlyingWhen Neurok Familiar enters, reveal the top card of your library. If it's an artifact card, put it into your hand. Otherwise, put it into your graveyard.
FlyingWhen Neurok Familiar enters, reveal the top card of your library. If it's an artifact card, put it into your hand. Otherwise, put it into your graveyard.
Choose one —• Until end of turn, you gain control of target creature and it gains haste.• Sacrifice a creature. Grab the Reins deals damage equal to that creature's power to any target.Entwine (Choose both if you pay the entwine cost.)
Choose one —• Destroy all creatures with power 2 or less.• Destroy all creatures with power 3 or greater.Entwine—Sacrifice two lands. (Choose both if you pay the entwine cost.)
Enchant creatureWhenever enchanted creature becomes the target of a spell or ability, that spell or ability's controller gains control of that creature. (This effect lasts indefinitely.)