, , Sacrifice Myr Incubator: Search your library for any number of artifact cards, exile them, then create that many 1/1 colorless Myr artifact creature tokens. Then shuffle.
Equipped creature has ": This creature deals 1 damage to any target."Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
Equipped creature gets +5/+5.Whenever equipped creature deals damage to a creature, exile that creature. (Exile it only if it's still on the battlefield.)Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
Imprint — When Spellweaver Helix enters, you may exile two target sorcery cards from a single graveyard.Whenever a player casts a card, if it has the same name as one of the cards exiled with Spellweaver Helix, you may copy the other. If you do, you may cast the copy without paying its mana cost.
At the beginning of each player's upkeep, that player reveals the top card of their library. If it's an artifact, creature, enchantment, or land card, the player may put it onto the battlefield.
Imprint — When Duplicant enters, you may exile target nontoken creature.As long as a card exiled with Duplicant is a creature card, Duplicant has the power, toughness, and creature types of the last creature card exiled with Duplicant. It's still a Shapeshifter.
Imprint — When Soul Foundry enters, you may exile a creature card from your hand., : Create a token that's a copy of the exiled card. X is the mana value of that card.
At the beginning of your end step, target opponent gains control of Jinxed Choker and puts a charge counter on it.At the beginning of your upkeep, Jinxed Choker deals damage to you equal to the number of charge counters on it.: Put a charge counter on Jinxed Choker or remove one from it.
Each noncreature artifact is an artifact creature with power and toughness each equal to its mana value. (Equipment that's a creature can't equip a creature.)
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.