Choose one —• Search your library for up to two creature cards, reveal them, put them into your hand, then shuffle.• Put up to two creature cards from your hand onto the battlefield.Entwine (Choose both if you pay the entwine cost.)
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
, : Choose a card name. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, draw a card.
If a player would draw a card, that player exiles the top card of one of their opponents' libraries face down instead.Each player may look at cards they exiled with Shared Fate, and they may play lands and cast spells from among those cards.
Choose one —• You draw five cards and you lose 5 life.• Create an X/X black Demon creature token with flying, where X is the number of cards in your hand.Entwine (Choose both if you pay the entwine cost.)
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.
Equipped creature has double strike. (It deals both first-strike and regular combat damage.)Equip (: Attach to target creature you control. Equip only as a sorcery.)
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.)
Whenever a nontoken creature you control dies, put a charge counter on Lightning Coils.At the beginning of your upkeep, if Lightning Coils has five or more charge counters on it, remove all of them from it and create that many 3/1 red Elemental creature tokens with haste. Exile them at the beginning of the next end step.
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.
At the beginning of your first main phase, add for each charge counter on Altar of Shadows., : Destroy target creature. Then put a charge counter on Altar of Shadows.