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.
Pentavus enters with five +1/+1 counters on it., Remove a +1/+1 counter from Pentavus: Create a 1/1 colorless Pentavite artifact creature token with flying., Sacrifice a Pentavite: Put a +1/+1 counter on Pentavus.
Each player returns to the battlefield all artifact, creature, enchantment, and land cards in their graveyard that were put there from the battlefield this turn.
, : Put target creature on the bottom of its owner's library. That creature's controller reveals cards from the top of their library until they reveal a creature card. The player puts that card onto the battlefield and the rest on the bottom of their library in any order. Activate only as a sorcery.
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.)
Equipped creature gets +0/+6.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.)
, , Sacrifice Mindslaver: You control target player during that player's next turn. (You see all cards that player could see and make all decisions for the player.)
Choose one —• Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.• You may play up to two additional lands this turn.Entwine (Choose both if you pay the entwine cost.)
Choose one —• Each player shuffles their hand and graveyard into their library.• Each player draws seven cards.Entwine (Choose both if you pay the entwine cost.)
At the beginning of your upkeep, destroy target nonland permanent with the lowest mana value. (If two or more permanents are tied for lowest, target any one of them.)
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.When this creature dies, you may draw a card.
At the beginning of each upkeep, each player exiles the top card of their library. The player who exiled the card with the highest mana value takes an extra turn after this one. If two or more players' cards are tied for highest, the tied players repeat this process until the tie is broken.
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.)
Equipped creature gets +1/+1 for each Swamp you control.Equip—Pay 3 life. (Pay 3 life: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)