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.
Whenever equipped creature blocks or becomes blocked by a creature, destroy both creatures.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 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.
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.
When Taj-Nar Swordsmith enters, you may pay . If you do, search your library for an Equipment card with mana value X or less, put that card onto the battlefield, then shuffle.
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.
, : Put a fate counter on target permanent., , Sacrifice Oblivion Stone: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.
Affinity for artifacts (This spell costs less to cast for each artifact you control.)Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
At the beginning of your upkeep, draw a card if you had no cards in hand at the beginning of this turn. If you had a card in hand, Mindstorm Crown deals 1 damage to you.
Choose a card name. Reveal cards from the top of your library until you reveal a card with that name, then put that card into your hand. Exile all other cards revealed this way, and you lose 1 life for each of the exiled cards.
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.